Mr.doob 6 years ago
parent
commit
7b5b921beb
100 changed files with 2227 additions and 2196 deletions
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      build/three.js
  2. 398 402
      build/three.min.js
  3. 6 2
      build/three.module.js
  4. 6 3
      docs/api/en/audio/Audio.html
  5. 2 0
      docs/api/en/audio/AudioListener.html
  6. 8 2
      docs/api/en/cameras/CubeCamera.html
  7. 0 1
      docs/api/en/cameras/OrthographicCamera.html
  8. 0 2
      docs/api/en/cameras/PerspectiveCamera.html
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      docs/api/en/core/BufferGeometry.html
  10. 2 1
      docs/api/en/core/Geometry.html
  11. 2 2
      docs/api/en/core/InterleavedBuffer.html
  12. 3 3
      docs/api/en/deprecated/DeprecatedList.html
  13. 0 4
      docs/api/en/lights/AmbientLight.html
  14. 0 1
      docs/api/en/lights/DirectionalLight.html
  15. 0 1
      docs/api/en/lights/PointLight.html
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      docs/api/en/loaders/AnimationLoader.html
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      docs/api/en/loaders/AudioLoader.html
  18. 8 0
      docs/api/en/loaders/BufferGeometryLoader.html
  19. 8 0
      docs/api/en/loaders/DataTextureLoader.html
  20. 1 2
      docs/api/en/loaders/JSONLoader.html
  21. 9 3
      docs/api/en/loaders/MaterialLoader.html
  22. 8 5
      docs/api/en/loaders/ObjectLoader.html
  23. 0 1
      docs/api/en/materials/LineDashedMaterial.html
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      docs/api/en/materials/Material.html
  25. 1 1
      docs/api/en/materials/ShaderMaterial.html
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      docs/api/en/materials/SpriteMaterial.html
  27. 51 0
      docs/api/en/textures/DataTexture3D.html
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      docs/api/zh/Polyfills.html
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      docs/api/zh/audio/Audio.html
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      docs/api/zh/audio/AudioListener.html
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      docs/api/zh/cameras/ArrayCamera.html
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      docs/api/zh/cameras/Camera.html
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      docs/api/zh/cameras/CubeCamera.html
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      docs/api/zh/cameras/PerspectiveCamera.html
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      docs/api/zh/cameras/StereoCamera.html
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      docs/api/zh/core/DirectGeometry.html
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      docs/api/zh/core/Face3.html
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      docs/api/zh/core/Geometry.html
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      docs/api/zh/core/InterleavedBuffer.html
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      docs/api/zh/core/InterleavedBufferAttribute.html
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      docs/api/zh/core/Layers.html
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      docs/api/zh/core/Object3D.html
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      docs/api/zh/core/Raycaster.html
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      docs/api/zh/core/Uniform.html
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      docs/api/zh/core/bufferAttributeTypes/BufferAttributeTypes.html
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      docs/api/zh/geometries/BoxBufferGeometry.html
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      docs/api/zh/geometries/BoxGeometry.html
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      docs/api/zh/geometries/CircleBufferGeometry.html
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      docs/api/zh/geometries/CircleGeometry.html
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      docs/api/zh/geometries/ConeBufferGeometry.html
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      docs/api/zh/geometries/ConeGeometry.html
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      docs/api/zh/geometries/CylinderBufferGeometry.html
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      docs/api/zh/geometries/CylinderGeometry.html
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      docs/api/zh/geometries/DodecahedronGeometry.html
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      docs/api/zh/geometries/ExtrudeBufferGeometry.html
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      docs/api/zh/geometries/ExtrudeGeometry.html
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      docs/api/zh/geometries/LatheGeometry.html
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      docs/api/zh/geometries/OctahedronBufferGeometry.html
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      docs/api/zh/geometries/OctahedronGeometry.html
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      docs/api/zh/geometries/PlaneGeometry.html
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      docs/api/zh/geometries/PolyhedronGeometry.html
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      docs/api/zh/geometries/RingGeometry.html
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      docs/api/zh/geometries/ShapeBufferGeometry.html
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      docs/api/zh/geometries/ShapeGeometry.html
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      docs/api/zh/geometries/SphereBufferGeometry.html
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      docs/api/zh/geometries/SphereGeometry.html
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      docs/api/zh/geometries/TetrahedronBufferGeometry.html
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      docs/api/zh/geometries/TetrahedronGeometry.html
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      docs/api/zh/geometries/TextBufferGeometry.html
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      docs/api/zh/geometries/TextGeometry.html
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      docs/api/zh/geometries/TorusBufferGeometry.html
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      docs/api/zh/geometries/TorusKnotBufferGeometry.html
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      docs/api/zh/geometries/TorusKnotGeometry.html
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      docs/api/zh/geometries/TubeBufferGeometry.html
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      docs/api/zh/geometries/TubeGeometry.html
  93. 6 6
      docs/api/zh/geometries/WireframeGeometry.html
  94. 25 25
      docs/api/zh/helpers/ArrowHelper.html
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      docs/api/zh/helpers/AxesHelper.html
  96. 16 16
      docs/api/zh/helpers/Box3Helper.html
  97. 19 19
      docs/api/zh/helpers/BoxHelper.html
  98. 18 18
      docs/api/zh/helpers/CameraHelper.html
  99. 22 22
      docs/api/zh/helpers/DirectionalLightHelper.html
  100. 22 22
      docs/api/zh/helpers/FaceNormalsHelper.html

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+ 6 - 2
build/three.js


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build/three.min.js


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+ 6 - 2
build/three.module.js


+ 6 - 3
docs/api/en/audio/Audio.html

@@ -73,12 +73,15 @@
 		<p>Whether playback can be controlled using the [page:Audio.play play](),
 		<p>Whether playback can be controlled using the [page:Audio.play play](),
 			[page:Audio.pause pause]() etc. methods. Default is *true*.</p>
 			[page:Audio.pause pause]() etc. methods. Default is *true*.</p>
 
 
-		<h3>[property:Number playbackRate]</h3>
-		<p>Speed of playback. Default is *1*.</p>
-
 		<h3>[property:Boolean isPlaying]</h3>
 		<h3>[property:Boolean isPlaying]</h3>
 		<p>Whether the audio is currently playing.</p>
 		<p>Whether the audio is currently playing.</p>
 
 
+		<h3>[property:AudioListener listener]</h3>
+		<p>A reference to the listener object of this audio.</p>
+
+		<h3>[property:Number playbackRate]</h3>
+		<p>Speed of playback. Default is *1*.</p>
+
 		<h3>[property:Number startTime]</h3>
 		<h3>[property:Number startTime]</h3>
 		<p>The time at which the sound should begin to play. Same as the *when* paramter of [link:https://developer.mozilla.org/en-US/docs/Web/API/AudioBufferSourceNode/start AudioBufferSourceNode.start](). Default is *0*.</p>
 		<p>The time at which the sound should begin to play. Same as the *when* paramter of [link:https://developer.mozilla.org/en-US/docs/Web/API/AudioBufferSourceNode/start AudioBufferSourceNode.start](). Default is *0*.</p>
 
 

+ 2 - 0
docs/api/en/audio/AudioListener.html

@@ -67,6 +67,8 @@
 		<h3>[property:AudioNode filter]</h3>
 		<h3>[property:AudioNode filter]</h3>
 		<p>Default is *null*.</p>
 		<p>Default is *null*.</p>
 
 
+		<h3>[property:Number timeDelta]</h3>
+		<p>Time delta value for audio entities. Use in context of [link:https://developer.mozilla.org/en-US/docs/Web/API/AudioParam/linearRampToValueAtTime AudioParam.linearRampToValueAtTimeDefault](). Default is *0*.</p>
 
 
 		<h2>Methods</h2>
 		<h2>Methods</h2>
 
 

+ 8 - 2
docs/api/en/cameras/CubeCamera.html

@@ -43,11 +43,17 @@
 		<h2>Constructor</h2>
 		<h2>Constructor</h2>
 
 
 
 
-		<h3>[name]( [param:Number near], [param:Number far], [param:Number cubeResolution] )</h3>
+		<h3>[name]( [param:Number near], [param:Number far], [param:Number cubeResolution], [param:Object options] )</h3>
 		<p>
 		<p>
 		near -- The near clipping distance. <br />
 		near -- The near clipping distance. <br />
 		far -- The far clipping distance <br />
 		far -- The far clipping distance <br />
-		cubeResolution -- Sets the length of the cube's edges.
+		cubeResolution -- Sets the length of the cube's edges. <br />
+		options - (optional) object that holds texture parameters passed to the auto-generated WebGLRenderTargetCube.
+		If not specified, the options default to:
+		<code>
+		{ format: RGBFormat, magFilter: LinearFilter, minFilter: LinearFilter }
+		</code>
+
 		</p>
 		</p>
 		<p>
 		<p>
 		Constructs a CubeCamera that contains 6 [page:PerspectiveCamera PerspectiveCameras] that
 		Constructs a CubeCamera that contains 6 [page:PerspectiveCamera PerspectiveCameras] that

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

@@ -24,7 +24,6 @@
 
 
 		<h2>Example</h2>
 		<h2>Example</h2>
 
 
-		<p>[example:canvas_camera_orthographic camera / orthographic ]</p>
 		<p>[example:webgl_camera camera ]</p>
 		<p>[example:webgl_camera camera ]</p>
 		<p>[example:webgl_interactive_cubes_ortho interactive / cubes / ortho ]</p>
 		<p>[example:webgl_interactive_cubes_ortho interactive / cubes / ortho ]</p>
 		<p>[example:webgl_materials_cubemap_dynamic materials / cubemap / dynamic ]</p>
 		<p>[example:webgl_materials_cubemap_dynamic materials / cubemap / dynamic ]</p>

+ 0 - 2
docs/api/en/cameras/PerspectiveCamera.html

@@ -22,8 +22,6 @@
 
 
 		<h2>Example</h2>
 		<h2>Example</h2>
 
 
-		<p>[example:canvas_geometry_birds geometry / birds ]</p>
-		<p>[example:canvas_geometry_cube geometry / cube ]</p>
 		<p>[example:webgl_animation_skinning_blending animation / skinning / blending ]</p>
 		<p>[example:webgl_animation_skinning_blending animation / skinning / blending ]</p>
 		<p>[example:webgl_animation_skinning_morph animation / skinning / blending ]</p>
 		<p>[example:webgl_animation_skinning_morph animation / skinning / blending ]</p>
 		<p>[example:webgl_effects_stereo effects / stereo ]</p>
 		<p>[example:webgl_effects_stereo effects / stereo ]</p>

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

@@ -232,7 +232,7 @@
 
 
 		<h3>[method:null computeBoundingBox]()</h3>
 		<h3>[method:null computeBoundingBox]()</h3>
 		<p>
 		<p>
-		Computes bounding box of the geometry, updating [param:.boundingBox] attribute.<br />
+		Computes bounding box of the geometry, updating [page:.boundingBox] attribute.<br />
 		Bounding boxes aren't computed by default. They need to be explicitly computed, otherwise they are *null*.
 		Bounding boxes aren't computed by default. They need to be explicitly computed, otherwise they are *null*.
 		</p>
 		</p>
 
 

+ 2 - 1
docs/api/en/core/Geometry.html

@@ -266,7 +266,8 @@
 		</p>
 		</p>
 
 
 		<h3>[method:Geometry fromBufferGeometry]( [param:BufferGeometry geometry] )</h3>
 		<h3>[method:Geometry fromBufferGeometry]( [param:BufferGeometry geometry] )</h3>
-		<p>Convert a [page:BufferGeometry] to a Geometry.</p>
+		<p>Convert a [page:BufferGeometry] to a Geometry. <br />
+		The array used to store the vertices in the bufferGeometry is a non indexed array, so the resultant geometry may contain duplicated vertices. Use [page:mergeVertices] to remove them.</p>
 
 
 		<h3>[method:Geometry lookAt] ( [param:Vector3 vector] )</h3>
 		<h3>[method:Geometry lookAt] ( [param:Vector3 vector] )</h3>
 		<p>
 		<p>

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

@@ -69,12 +69,12 @@
 		A version number, incremented every time the needsUpdate property is set to true.
 		A version number, incremented every time the needsUpdate property is set to true.
 		</p>
 		</p>
 
 
-		<h3>[property:Integer isInterleavedBuffer]</h3>
+		<h3>[property:Boolean isInterleavedBuffer]</h3>
 		<p>
 		<p>
 		Default is *true*.
 		Default is *true*.
 		</p>
 		</p>
 
 
-		<h3>[property:Integer needsUpdate]</h3>
+		<h3>[property:Boolean needsUpdate]</h3>
 		<p>
 		<p>
 		Default is *false*. Setting this to true increments [page:InterleavedBuffer.version version].
 		Default is *false*. Setting this to true increments [page:InterleavedBuffer.version version].
 		</p>
 		</p>

+ 3 - 3
docs/api/en/deprecated/DeprecatedList.html

@@ -501,11 +501,11 @@
 
 
 
 
 
 
-		<h2>Renderer</h2>
+		<h2>Renderers</h2>
 
 
-		<h3>[page:Projector]</h3>
+		<h3>[page:CanvasRenderer]</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 has been removed.
 		</p>
 		</p>
 
 
 		<h3>[page:Projector]</h3>
 		<h3>[page:Projector]</h3>

+ 0 - 4
docs/api/en/lights/AmbientLight.html

@@ -21,10 +21,6 @@
 
 
 		<h2>Example</h2>
 		<h2>Example</h2>
 		<p>
 		<p>
-			[example:canvas_camera_orthographic camera / orthographic ]<br />
-		  [example:canvas_interactive_voxelpainter interactive / voxelpainter ]<br />
-		  [example:canvas_materials materials ]<br />
-		  [example:canvas_sandbox sandbox ]<br />
 		  [example:webgl_animation_cloth animation / cloth ]<br />
 		  [example:webgl_animation_cloth animation / cloth ]<br />
 		  [example:webgl_animation_skinning_blending animation / skinning / blending ]
 		  [example:webgl_animation_skinning_blending animation / skinning / blending ]
 		</p>
 		</p>

+ 0 - 1
docs/api/en/lights/DirectionalLight.html

@@ -40,7 +40,6 @@
 
 
 		<h2>Example</h2>
 		<h2>Example</h2>
 		<p>
 		<p>
-			[example:canvas_morphtargets_horse morphtargets / horse ]<br />
 			[example:misc_controls_fly controls / fly ]<br />
 			[example:misc_controls_fly controls / fly ]<br />
 			[example:misc_lights_test lights / test ]<br />
 			[example:misc_lights_test lights / test ]<br />
 			[example:webvr_cubes cubes ]<br />
 			[example:webvr_cubes cubes ]<br />

+ 0 - 1
docs/api/en/lights/PointLight.html

@@ -23,7 +23,6 @@
 		<h2>Example</h2>
 		<h2>Example</h2>
 
 
 		<p>
 		<p>
-			[example:canvas_lights_pointlights lights / pointlights ]<br />
 			[example:webgl_lights_pointlights lights / pointlights ]<br />
 			[example:webgl_lights_pointlights lights / pointlights ]<br />
 			[example:webgl_lights_pointlights2 lights / pointlights2 ]<br />
 			[example:webgl_lights_pointlights2 lights / pointlights2 ]<br />
 			[example:webgldeferred_animation animation ]<br />
 			[example:webgldeferred_animation animation ]<br />

+ 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]

+ 1 - 2
docs/api/en/loaders/JSONLoader.html

@@ -18,8 +18,7 @@
 		<h2>Example</h2>
 		<h2>Example</h2>
 
 
 		<p>
 		<p>
-		[example:webgl_loader_json WebGL / loader / json]<br />
-		[example:webgl_loader_json_objconverter WebGL / loader / json / objconverter]
+		[example:webgl_loader_json WebGL / loader / json]
 		</p>
 		</p>
 
 
 		<code>
 		<code>

+ 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 - 1
docs/api/en/materials/LineDashedMaterial.html

@@ -18,7 +18,6 @@
 
 
 		<p>
 		<p>
 			[example:webgl_lines_dashed WebGL / lines / dashed]<br />
 			[example:webgl_lines_dashed WebGL / lines / dashed]<br />
-			[example:canvas_lines_dashed Canvas / lines /dashed]
 		</p>
 		</p>
 
 
 		<code>
 		<code>

+ 0 - 7
docs/api/en/materials/Material.html

@@ -175,13 +175,6 @@
 		Default is *1.0*.
 		Default is *1.0*.
 		</p>
 		</p>
 
 
-		<h3>[property:Float overdraw]</h3>
-		<p>
-		Amount of triangle expansion at draw time.
-		This is a workaround for cases when gaps appear between triangles when using [page:CanvasRenderer].
-		*0.5* tends to give good results across browsers. Default is *0*.
-		</p>
-
 		<h3>[property:Boolean polygonOffset]</h3>
 		<h3>[property:Boolean polygonOffset]</h3>
 		<p>
 		<p>
 		Whether to use polygon offset. Default is *false*. This corresponds to the *GL_POLYGON_OFFSET_FILL* WebGL feature.
 		Whether to use polygon offset. Default is *false*. This corresponds to the *GL_POLYGON_OFFSET_FILL* WebGL feature.

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

@@ -444,7 +444,7 @@ this.extensions = {
 		<h3>[property:Float wireframeLinewidth]</h3>
 		<h3>[property:Float wireframeLinewidth]</h3>
 		<p>Controls wireframe thickness. Default is 1.<br /><br />
 		<p>Controls wireframe thickness. Default is 1.<br /><br />
 
 
-		Due to limitations of the [link:https://www.khronos.org/registry/OpenGL/specs/gl/glspec46.core.pdf OpenGL Core Profile)
+		Due to limitations of the [link:https://www.khronos.org/registry/OpenGL/specs/gl/glspec46.core.pdf OpenGL Core Profile]
 		with the [page:WebGLRenderer WebGL] renderer on most platforms linewidth will
 		with the [page:WebGLRenderer WebGL] renderer on most platforms linewidth will
 		always be 1 regardless of the set value.
 		always be 1 regardless of the set value.
 		</p>
 		</p>

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

@@ -18,7 +18,6 @@
 		<div>
 		<div>
 			[example:webgl_sprites WebGL / sprites]<br />
 			[example:webgl_sprites WebGL / sprites]<br />
 			[example:misc_ubiquity_test misc / ubiquity / test]<br />
 			[example:misc_ubiquity_test misc / ubiquity / test]<br />
-			[example:misc_ubiquity_test2 misc / ubiquity / test2]<br />
 			[example:software_sandbox software / sandbox]<br />
 			[example:software_sandbox software / sandbox]<br />
 			[example:svg_sandbox svg / sandbox]<br />
 			[example:svg_sandbox svg / sandbox]<br />
 			[example:webgl_materials_cubemap_dynamic webgl / materials / cubemap / dynamic]
 			[example:webgl_materials_cubemap_dynamic webgl / materials / cubemap / dynamic]

+ 51 - 0
docs/api/en/textures/DataTexture3D.html

@@ -0,0 +1,51 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<meta charset="utf-8" />
+		<base href="../../../" />
+		<script src="list.js"></script>
+		<script src="page.js"></script>
+		<link type="text/css" rel="stylesheet" href="page.css" />
+	</head>
+	<body>
+		[page:Texture] &rarr;
+
+		<h1>[name]</h1>
+
+		<p class="desc">Creates a three-dimensional texture. This type of texture can only be used with a WebGL 2 rendering context.</p>
+
+		<h2>Constructor</h2>
+
+		<h3>[name]( [param:TypedArray data], [param:Number width], [param:Number height], [param:Number depth] )</h3>
+		<p>
+			[page:Object data] -- data of the texture.<br />
+
+			[page:Number width] -- width of the texture.<br />
+
+			[page:Number height] -- height of the texture.<br />
+
+			[page:Number depth] -- depth of the texture.
+		</p>
+
+		<h2>Example</h2>
+
+		<div>[example:webgl2_materials_texture3d WebGL2 / materials / texture3d]</div>
+		<div>[example:webgl2_materials_texture3d_volume WebGL2 / materials / texture3d / volume]</div>
+
+		<h2>Properties</h2>
+
+		<p>
+		See the base [page:Texture Texture] class for common properties.
+		</p>
+
+		<h2>Methods</h2>
+
+		<p>
+		See the base [page:Texture Texture] class for common methods.
+		</p>
+
+		<h2>Source</h2>
+
+		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+	</body>
+</html>

+ 10 - 10
docs/api/zh/Polyfills.html

@@ -1,5 +1,5 @@
 <!DOCTYPE html>
 <!DOCTYPE html>
-<html lang="en">
+<html lang="zh">
 	<head>
 	<head>
 		<meta charset="utf-8" />
 		<meta charset="utf-8" />
 		<base href="../../" />
 		<base href="../../" />
@@ -9,37 +9,37 @@
 	</head>
 	</head>
 	<body>
 	<body>
 
 
-		<h1>Polyfills</h1>
+		<h1>差异化支持(腻子)</h1>
 
 
-		<p class="desc">Three.js includes polyfills for the following functions and constants.</p>
+		<p class="desc">Three.js 包含以下方法和常量的差异化支持.</p>
 
 
 		<h3>[page:Number.EPSILON Number.EPSILON]</h3>
 		<h3>[page:Number.EPSILON Number.EPSILON]</h3>
 		<p>
 		<p>
-			 The difference between one and the smallest value greater than one that can be represented as a Number.
+			 表示1和大于1的最小差值,可表示为 Number.
 			 [link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number/EPSILON MDN reference].
 			 [link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number/EPSILON MDN reference].
 		</p>
 		</p>
 
 
 		<h3>[page:Math.sign Math.sign]( [page:Number x] )</h3>
 		<h3>[page:Math.sign Math.sign]( [page:Number x] )</h3>
 		<p>
 		<p>
-			If the argument is a positive number, negative number, positive zero or negative zero,
-			the function will return 1, -1, 0 or -0 respectively. Otherwise, NaN is returned.
+			如果参数为 正数,负数,正零 或 负零,
+			该方法将分别返回 1, -1, 0 或 -0 . 否则, 返回 NaN.
 			[link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/sign MDN reference].
 			[link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/sign MDN reference].
 		</p>
 		</p>
 
 
 		<h3>[page:Function.prototype.name Function.prototype.name]( [page:Number x] )</h3>
 		<h3>[page:Function.prototype.name Function.prototype.name]( [page:Number x] )</h3>
 		<p>
 		<p>
-			Returns the name of a function, or (before ES6 implementations) an empty string for anonymous functions.
+			返回方法的名字, 或 (在 ES6 实现之前) 为匿名方法返回一个空字符串.
 			[link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Function/name MDN reference].
 			[link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Function/name MDN reference].
 		</p>
 		</p>
 
 
 		<h3>[page:Object.assign Object.assign]( [page:Object target], [page:Object ...sources] )</h3>
 		<h3>[page:Object.assign Object.assign]( [page:Object target], [page:Object ...sources] )</h3>
 		<p>
 		<p>
-			The Object.assign() method is used to copy the values of all enumerable own properties from one or more source objects to a target object.
-			It will return the target object.
+			Object.assign() 方法用于从一个或多个源对象拷贝所有可枚举自身属性到目标对象.
+			该方法将返回目标对象.
 			[link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/assign MDN reference].
 			[link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/assign MDN reference].
 		</p>
 		</p>
 
 
-		<h2>Source</h2>
+		<h2>源码</h2>
 
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/polyfills.js src/polyfills.js]
 		[link:https://github.com/mrdoob/three.js/blob/master/src/polyfills.js src/polyfills.js]
 	</body>
 	</body>

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

@@ -78,6 +78,9 @@
 		<h3>[property:Boolean isPlaying]</h3>
 		<h3>[property:Boolean isPlaying]</h3>
 		<p>是否正在播放</p>
 		<p>是否正在播放</p>
 
 
+		<h3>[property:AudioListener listener]</h3>
+		<p>A reference to the listener object of this audio.</p>
+
 		<h3>[property:Number startTime]</h3>
 		<h3>[property:Number startTime]</h3>
 		<p>开始播放的时间. 和[link:https://developer.mozilla.org/en-US/docs/Web/API/AudioBufferSourceNode/start AudioBufferSourceNode.start]()的*when*参数一样. 默认为 *0*.</p>
 		<p>开始播放的时间. 和[link:https://developer.mozilla.org/en-US/docs/Web/API/AudioBufferSourceNode/start AudioBufferSourceNode.start]()的*when*参数一样. 默认为 *0*.</p>
 
 

+ 2 - 0
docs/api/zh/audio/AudioListener.html

@@ -66,6 +66,8 @@
 		<h3>[property:AudioNode filter]</h3>
 		<h3>[property:AudioNode filter]</h3>
 		<p>默认为*null*.</p>
 		<p>默认为*null*.</p>
 
 
+		<h3>[property:Number timeDelta]</h3>
+		<p>Time delta value for audio entities. Use in context of [link:https://developer.mozilla.org/en-US/docs/Web/API/AudioParam/linearRampToValueAtTime AudioParam.linearRampToValueAtTimeDefault](). Default is *0*.</p>
 
 
 		<h2>方法</h2>
 		<h2>方法</h2>
 
 

+ 9 - 8
docs/api/zh/cameras/ArrayCamera.html

@@ -10,18 +10,19 @@
 	<body>
 	<body>
 		[page:PerspectiveCamera] &rarr;
 		[page:PerspectiveCamera] &rarr;
 
 
-		<h1>阵列摄像机([name])</h1>
+		<h1>摄像机阵列([name])</h1>
 
 
 		<p class="desc">
 		<p class="desc">
-			[name] 可以被用来更加高效地用一组已经预定义好的摄像机来渲染一个场景。 这对于VR场景的渲染来说,是非常重要的一个性能体现。<br />
-			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。
+
+			[name] 用于更加高效地使用一组已经预定义的摄像机来渲染一个场景。这将能够更好地提升VR场景的渲染性能。<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,这一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>示例</h2>
 		<h2>示例</h2>
 
 
 		<p>[example:webgl_camera_array camera / array ]</p>
 		<p>[example:webgl_camera_array camera / array ]</p>
 
 
-		<h2>构造</h2>
+		<h2>构造函数</h2>
 
 
 		<h3>[name]( [param:Array array] )</h3>
 		<h3>[name]( [param:Array array] )</h3>
 		<p>
 		<p>
@@ -30,17 +31,17 @@
 
 
 
 
 		<h2>属性</h2>
 		<h2>属性</h2>
-		<p>请参阅其基类 [page:PerspectiveCamera] 来查看共有属性。</p>
+		<p>请参阅基类[page:PerspectiveCamera]的公共属性。</p>
 
 
 		<h3>[property:Array cameras]</h3>
 		<h3>[property:Array cameras]</h3>
 		<p>
 		<p>
-			一个包含多个摄像机数组。
+			摄像机数组。
 		</p>
 		</p>
 
 
 		<h2>方法</h2>
 		<h2>方法</h2>
-		<p>请参阅其基类 [page:PerspectiveCamera] 来查看共有方法。</p>
+		<p>请参阅基类[page:PerspectiveCamera]的公共方法。</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 - 2
docs/api/zh/cameras/Camera.html

@@ -13,20 +13,24 @@
 		<h1>摄像机([name])</h1>
 		<h1>摄像机([name])</h1>
 
 
 		<p class="desc">
 		<p class="desc">
-			摄像机的抽象基类,你创建一个摄像机总会继承这个类。
+			摄像机的抽象基类。在构建新摄像机时,应始终继承此类。
 		</p>
 		</p>
 
 
 
 
-		<h2>构造器</h2>
+		<h2>构造函数</h2>
+
 
 
 
 
 		<h3>[name]()</h3>
 		<h3>[name]()</h3>
 		<p>
 		<p>
+
 			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)。
 			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>请参阅其基类[page:Object3D]来查看共有属性。</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>
@@ -35,16 +39,20 @@
 			<br /><br />
 			<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:Layers layers]</h3>
 		<h3>[property:Layers layers]</h3>
 		<p>
 		<p>
+
 		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 />
 		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。
 			 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矩阵的逆矩阵。 MatrixWorld包含了相机的世界变换矩阵。
 			这是matrixWorld矩阵的逆矩阵。 MatrixWorld包含了相机的世界变换矩阵。
 		</p>
 		</p>
 
 
@@ -61,15 +69,19 @@
 		<h3>[method:Camera clone]( )</h3>
 		<h3>[method:Camera clone]( )</h3>
 		<p>
 		<p>
 			 返回一个具有和当前相机的属性一样的新的相机。
 			 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>
+
 		将源摄像机的属性复制到新摄像机中。
 		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] — 调用该函数的结果将复制给该Vector3对象。<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。
 		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。

+ 7 - 0
docs/api/zh/cameras/CubeCamera.html

@@ -12,6 +12,7 @@
 
 
 		<h1>立方相机([name])</h1>
 		<h1>立方相机([name])</h1>
 
 
+
 		<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>
 		<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>
 		<h2>示例</h2>
@@ -40,17 +41,21 @@
 		</code>
 		</code>
 
 
 
 
+
 		<h2>构造器</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 -- 远剪切面的距离<br />
 		near -- 远剪切面的距离<br />
 		far -- 近剪切面的距离<br />
 		far -- 近剪切面的距离<br />
 		cubeResolution -- 设置立方体边缘的长度
 		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](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。
 			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>
 
 
 
 
@@ -67,6 +72,7 @@
 		<p>请参阅其基类[page:Object3D]来查看其共有方法。</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 -- 当前的WebGL渲染器<br />
 		renderer -- 当前的WebGL渲染器<br />
@@ -80,6 +86,7 @@
 		<p>
 		<p>
 			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。
 			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*。
 			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>

+ 6 - 0
docs/api/zh/cameras/OrthographicCamera.html

@@ -41,11 +41,14 @@
 scene.add( camera );</code>
 scene.add( camera );</code>
 
 
 
 
+
 		<h2>构造器</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 — 摄像机视锥体左侧面。<br />
 		left — 摄像机视锥体左侧面。<br />
 		right — 摄像机视锥体右侧面。<br />
 		right — 摄像机视锥体右侧面。<br />
 		top — 摄像机视锥体上侧面。<br />
 		top — 摄像机视锥体上侧面。<br />
@@ -54,6 +57,7 @@ scene.add( camera );</code>
 		far — 摄像机视锥体远端面。<br /><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)。
 		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>
 
 
 
 
@@ -71,6 +75,7 @@ scene.add( camera );</code>
 		<p>
 		<p>
 			摄像机视锥体远端面,其默认值为*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。
 			其值的有效范围介于[page:.near near](摄像机视锥体近端面)和无穷大之间。
+
 		</p>
 		</p>
 
 
 		<h3>[property:Boolean isOrthographicCamera]</h3>
 		<h3>[property:Boolean isOrthographicCamera]</h3>
@@ -130,6 +135,7 @@ scene.add( camera );</code>
 		<h3>[method:null updateProjectionMatrix]()</h3>
 		<h3>[method:null updateProjectionMatrix]()</h3>
 		<p>
 		<p>
 			更新摄像机投影矩阵。在任何参数被改变以后必须被调用。
 			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>

+ 1 - 0
docs/api/zh/cameras/PerspectiveCamera.html

@@ -191,6 +191,7 @@ camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
 
 
 		<h3>[method:JSON toJSON]()</h3>
 		<h3>[method:JSON toJSON]()</h3>
 		<p>
 		<p>
+
 				使用JSON格式来返回摄像机数据。
 				使用JSON格式来返回摄像机数据。
 			</p>
 			</p>
 
 

+ 0 - 1
docs/api/zh/cameras/StereoCamera.html

@@ -49,7 +49,6 @@
 		<h3>[property:PerspectiveCamera cameraR]</h3>
 		<h3>[property:PerspectiveCamera cameraR]</h3>
 		<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>
 		<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>

+ 68 - 85
docs/api/zh/core/BufferAttribute.html

@@ -11,204 +11,187 @@
 		<h1>[name]</h1>
 		<h1>[name]</h1>
 
 
 		<p class="desc">
 		<p class="desc">
-		This class stores data for an attribute (such as vertex positions, face indices, normals,
-		colors, UVs, and any custom attributes ) associated with a [page:BufferGeometry], which allows
-		for more efficient passing of data to the GPU. See that page for details and a usage example.<br /><br />
+			这个类用于存储与[page:BufferGeometry]相关联的 attribute(例如顶点位置向量,面片索引,法向量,颜色值,UV坐标以及任何自定义 attribute )。
+			利用 BufferAttribute,可以更高效的向GPU传递数据。详情和例子见该页。<br /><br />
 
 
-		Data is stored as vectors of any length (defined by [page:BufferAttribute.itemSize itemSize]),
-		and in general in the methods outlined below if passing in an index, this is automatically
-		multiplied by the vector length.
+			在 BufferAttribute 中,数据被存储为任意长度的矢量(通过[page:BufferAttribute.itemSize itemSize]进行定义),下列函数如无特别说明,
+			函数参数中的index会自动乘以矢量长度进行计算。
 		</p>
 		</p>
 
 
-		<h2>Constructor</h2>
+		<h2>构造函数</h2>
 		<h3>[name]( [param:TypedArray array], [param:Integer itemSize], [param:Boolean normalized] )</h3>
 		<h3>[name]( [param:TypedArray array], [param:Integer itemSize], [param:Boolean normalized] )</h3>
 		<p>
 		<p>
-		[page:TypedArray array] -- Must be a [link:https://developer.mozilla.org/en/docs/Web/JavaScript/Reference/Global_Objects/TypedArray TypedArray].
-		Used to instantiate the buffer. <br />
-		This array should have
+			[page:TypedArray array] -- 必须是 [link:https://developer.mozilla.org/en/docs/Web/JavaScript/Reference/Global_Objects/TypedArray TypedArray].
+			类型,用于实例化缓存。<br />
+			该队列应该包含:
 	 	<code>itemSize * numVertices</code>
 	 	<code>itemSize * numVertices</code>
-		elements, where numVertices is the number of vertices in the associated [page:BufferGeometry BufferGeometry].<br /><br />
+			个元素,numVertices 是 [page:BufferGeometry BufferGeometry]中的顶点数目<br /><br />
 
 
 
 
-		[page:Integer itemSize] --  the number of values of the array that should be associated with
-		a particular vertex. For instance, if this
-		attribute is storing a 3-component vector (such as a position, normal, or color), then itemSize should be 3.
+		[page:Integer itemSize] --
+			队列中与顶点相关的数据值的大小。举例,如果 attribute 存储的是三元组(例如顶点空间坐标、法向量或颜色值)则itemSize的值应该是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
-		 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
-		 will be converted to floats which contain the exact value, i.e. 32767 becomes 32767.0f.
+			[page:Boolean normalized] -- (可选) 指明缓存中的数据如何与GLSL代码中的数据对应。例如,如果[page:TypedArray array]是
+			UInt16Array类型,且[page:Boolean normalized]的值是 true,则队列中的值将会从 0 - +65535 映射为 GLSL 中的 0.0f - +1.0f。
+			如果[page:TypedArray array]是 Int16Array (有符号),则值将会从 -32767 - +32767 映射为 -1.0f - +1.0f。若 [page:Boolean normalized]
+			的值为 false,则数据映射不会归一化,而会直接映射为 float 值,例如,32767 将会映射为 32767.0f.
 		</p>
 		</p>
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 
 		<h3>[property:TypedArray array]</h3>
 		<h3>[property:TypedArray array]</h3>
 		<p>
 		<p>
-		The [page:TypedArray array] holding data stored in the buffer.
+			在 [page:TypedArray array] 中保存着缓存中的数据。
 		</p>
 		</p>
 
 
 		<h3>[property:Integer count]</h3>
 		<h3>[property:Integer count]</h3>
 		<p>
 		<p>
-		Stores the [page:BufferAttribute.array array]'s length divided by the [page:BufferAttribute.itemSize itemSize].<br /><br />
+			保存 [page:BufferAttribute.array array] 除以 [page:BufferAttribute.itemSize itemSize] 之后的大小。<br /><br />
 
 
-		If the buffer is storing a 3-component vector (such as a position, normal, or color),
-		then this will count the number of such vectors stored.
+			若缓存存储三元组(例如顶点位置、法向量、颜色值),则该值应等于队列中三元组的个数。
 		</p>
 		</p>
 
 
 		<h3>[property:Boolean dynamic]</h3>
 		<h3>[property:Boolean dynamic]</h3>
 		<p>
 		<p>
-			Whether the buffer is dynamic or not. Default is *false*.<br />
+			不论缓存是否是动态的,默认值都将是 *false*<br />
 
 
-			If false, the GPU is informed that contents of the buffer are likely to be used often and not change often.
-			This corresponds to the  [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/bufferData gl.STATIC_DRAW] flag.<br />
-			if true, the GPU is informed that contents of the buffer are likely to be used often and change often.
-			This corresponds to the  [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/bufferData gl.DYNAMIC_DRAW] flag.
+			如果该值为 false,即告知 GPU 缓存中的数据会经常使用但不经常变化。
+			该值与 [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/bufferData gl.STATIC_DRAW] 标志位相一致。<br />
+			如果该值为 true,即告知 GPU 缓存中的数据会经常使用且经常变化。
+			该值与 [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/bufferData gl.DYNAMIC_DRAW] 标志位相一致。
 		</p>
 		</p>
 
 
 		<h3>[property:Boolean isBufferAttribute]</h3>
 		<h3>[property:Boolean isBufferAttribute]</h3>
 		<p>
 		<p>
-			Used to check whether this or derived classes are BufferAttributes. Default is *true*.<br /><br />
+			指示当前类或派生类是 BufferAttributes. 默认值为 *true*.<br /><br />
 
 
-			You should not change this, as it used internally for optimisation.
+			开发者不应当改变该值,该值用于内部实现优化。
 		</p>
 		</p>
 
 
 		<h3>[property:Integer itemSize]</h3>
 		<h3>[property:Integer itemSize]</h3>
-		<p>The length of vectors that are being stored in the [page:BufferAttribute.array array].</p>
+		<p>保存在 [page:BufferAttribute.array array] 中矢量的长度。</p>
 
 
 		<h3>[property:String name]</h3>
 		<h3>[property:String name]</h3>
 		<p>
 		<p>
-		Optional name for this attribute instance. Default is an empty string.
+			该 attribute 实例的别名,默认值为空字符串。
 		</p>
 		</p>
 
 
 		<h3>[property:Boolean needsUpdate]</h3>
 		<h3>[property:Boolean needsUpdate]</h3>
 		<p>
 		<p>
-		Flag to indicate that this attribute has changed and should be re-sent to the GPU.
-		Set this to true when you modify the value of the array.<br /><br />
-
-		Setting this to true also increments the [page:BufferAttribute.version version].
+			该标志位指明当前 attribute 已经被修改过,且需要再次送入 GPU 处理。当开发者改变了该队列的值,则标志位需要设置为 true。<br /><br />
+			将标志位设为 true 同样会增加 [page:BufferAttribute.version version] 的值。
 		</p>
 		</p>
 
 
 		<h3>[property:Boolean normalized]</h3>
 		<h3>[property:Boolean normalized]</h3>
 		<p>
 		<p>
-		Indicates how the underlying data in the buffer maps to the values in the GLSL shader code.
-		See the constructor above for details.
+			指明缓存中数据在转化为GLSL着色器代码中数据时是否需要被归一化。详见构造函数中的说明。
 		</p>
 		</p>
 
 
 		<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.
+			attribute 数据传输到GPU后的回调函数。
 		</p>
 		</p>
 
 
 		<h3>[property:Object updateRange]</h3>
 		<h3>[property:Object updateRange]</h3>
-		<p>Object containing:<br />
-			[page:Integer offset]: Default is *0*. Position at whcih to start update.<br />
-			[page:Integer count]: Default is *-1*, which means don't use update ranges. <br /><br />
+		<p>对象包含如下成员:<br />
+			[page:Integer offset]: 默认值为 *0*。 指明更新的起始位置。<br />
+			[page:Integer count]: 默认值为 *-1*,表示不指定更新范围。<br /><br />
 
 
-			This can be used to only update some components of stored vectors (for example, just the component
-			related to color).
+			该值只可以被用于更新某些矢量数据(例如,颜色相关数据)。
 		</p>
 		</p>
 
 
 		<h3>[property:Integer version]</h3>
 		<h3>[property:Integer version]</h3>
-		<p>A version number, incremented every time the [page:BufferAttribute.needsUpdate needsUpdate] property is set to true.</p>
+		<p>版本号,当 [page:BufferAttribute.needsUpdate needsUpdate] 被设置为 true 时,该值会自增。</p>
 
 
 
 
-		<h2>Methods</h2>
+		<h2>方法</h2>
 
 
 		<h3>[method:BufferAttribute clone]() </h3>
 		<h3>[method:BufferAttribute clone]() </h3>
-		<p>Return a copy of this bufferAttribute.</p>
+		<p>返回该 BufferAttribute 的拷贝。</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
-			[page:BufferAttribute.array array].<br /><br />
-
-			See [link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/TypedArray/set TypedArray.set]
-			for notes on requirements if copying a TypedArray.
+		<p>将参数中所给定的普通队列或 TypedArray 拷贝到 [page:BufferAttribute.array array] 中。<br /><br />
+			拷贝 TypedArray 相关注意事项详见 [link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/TypedArray/set TypedArray.set]。
 		</p>
 		</p>
 
 
 		<h3>[method:null copyAt] ( [param:Integer index1], [param:BufferAttribute bufferAttribute], [param:Integer index2] ) </h3>
 		<h3>[method:null copyAt] ( [param:Integer index1], [param:BufferAttribute bufferAttribute], [param:Integer index2] ) </h3>
-		<p>Copy a vector from bufferAttribute[index2] to [page:BufferAttribute.array array][index1].</p>
+		<p>将一个矢量从 bufferAttribute[index2] 拷贝到 [page:BufferAttribute.array array][index1] 中。</p>
 
 
 		<h3>[method:BufferAttribute copyColorsArray]( [param:Array colors] ) </h3>
 		<h3>[method:BufferAttribute copyColorsArray]( [param:Array colors] ) </h3>
-		<p>Copy an array representing RGB color values into [page:BufferAttribute.array array].</p>
+		<p>将一个存储 RGB 颜色值的队列拷贝到 [page:BufferAttribute.array array] 中。</p>
 
 
 		<h3>[method:BufferAttribute copyVector2sArray]( [param:Array vectors] ) </h3>
 		<h3>[method:BufferAttribute copyVector2sArray]( [param:Array vectors] ) </h3>
-		<p>Copy an array representing [page:Vector2]s into [page:BufferAttribute.array array].</p>
+		<p>将一个存储 [page:Vector2] 的队列拷贝到 [page:BufferAttribute.array array] 中。</p>
 
 
 		<h3>[method:BufferAttribute copyVector3sArray]( [param:Array vectors] ) </h3>
 		<h3>[method:BufferAttribute copyVector3sArray]( [param:Array vectors] ) </h3>
-		<p>Copy an array representing [page:Vector3]s into [page:BufferAttribute.array array].</p>
+		<p>将一个存储 [page:Vector3] 的队列拷贝到 [page:BufferAttribute.array array] 中。</p>
 
 
 		<h3>[method:BufferAttribute copyVector4sArray]( [param:Array vectors] ) </h3>
 		<h3>[method:BufferAttribute copyVector4sArray]( [param:Array vectors] ) </h3>
-		<p>Copy an array representing [page:Vector4]s into [page:BufferAttribute.array array].</p>
+		<p>将一个存储 [page:Vector4] 的队列拷贝到 [page:BufferAttribute.array array] 中。</p>
 
 
 		<h3>[method:Number getX]( [param:Integer index] ) </h3>
 		<h3>[method:Number getX]( [param:Integer index] ) </h3>
-		<p>Returns the x component of the vector at the given index.</p>
+		<p>获取给定索引的矢量的第一维元素 (即 X 值)。</p>
 
 
 		<h3>[method:Number getY]( [param:Integer index] ) </h3>
 		<h3>[method:Number getY]( [param:Integer index] ) </h3>
-		<p>Returns the y component of the vector at the given index.</p>
+		<p>获取给定索引的矢量的第二维元素 (即 Y 值)。</p>
 
 
 		<h3>[method:Number getZ]( [param:Integer index] ) </h3>
 		<h3>[method:Number getZ]( [param:Integer index] ) </h3>
-		<p>Returns the z component of the vector at the given index.</p>
+		<p>获取给定索引的矢量的第三维元素 (即 Z 值)。</p>
 
 
 		<h3>[method:Number getW]( [param:Integer index] ) </h3>
 		<h3>[method:Number getW]( [param:Integer index] ) </h3>
-		<p>Returns the w component of the vector at the given index.</p>
+		<p>获取给定索引的矢量的第四维元素 (即 W 值)。</p>
 
 
 		<h3>[method:null onUpload]( [param:Function callback] ) </h3>
 		<h3>[method:null onUpload]( [param:Function callback] ) </h3>
-		<p>
-		Sets the value of the onUploadCallback property.<br /><br />
-
-		In the [example:webgl_buffergeometry WebGL / Buffergeometry] this is used to free memory
-		after the buffer has been	transfered to the GPU.
+		<p>见 onUploadCallback 属性。<br /><br />
+			在 [example:webgl_buffergeometry WebGL / Buffergeometry] 中,该方在缓存数据传递给 GPU 后,用于释放内存。
 		</p>
 		</p>
 
 
 		<h3>[method:BufferAttribute set] ( [param:Array value], [param:Integer offset] ) </h3>
 		<h3>[method:BufferAttribute set] ( [param:Array value], [param:Integer offset] ) </h3>
 		<p>
 		<p>
-		value -- an [page:Array] or [page:TypedArray] from which to copy values. <br />
-		offset -- (optional) index of the [page:BufferAttribute.array array] at which to start copying.<br /><br />
+		value -- 被拷贝的 [page:Array] 或 [page:TypedArray] 类型的数据。 <br />
+		offset -- (可选) [page:BufferAttribute.array array] 中开始拷贝的位置索引。<br /><br />
 
 
-		Calls	[link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/TypedArray/set TypedArray.set]( [page:Array value], [page:Integer offset] )
-		on the [page:BufferAttribute.array array].<br /><br />
+		对 [page:BufferAttribute.array array],调用	[link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/TypedArray/set TypedArray.set]( [page:Array value], [page:Integer offset] )
+		方法。<br /><br />
 
 
-		In particular, see that page for requirements on [page:Array value]
-		being a [page:TypedArray].
+		特别的, 对将 [page:Array value] 转为  [page:TypedArray] 的要求详见上述链接。
 		</p>
 		</p>
 
 
 		<h3>[method:BufferAttribute setArray] ( [param:TypedArray array] ) </h3>
 		<h3>[method:BufferAttribute setArray] ( [param:TypedArray array] ) </h3>
 		<p>
 		<p>
-		[page:BufferAttribute.array array] to the TypedArray passed in here.<br /><br />
+		[page:BufferAttribute.array array] 被赋值的 TypedArray 队列。<br /><br />
 
 
-		After setting the array, [page:BufferAttribute.needsUpdate needsUpdate] should be set to true.
+		队列被复制后,[page:BufferAttribute.needsUpdate needsUpdate] 应当被设置为 true。
 		</p>
 		</p>
 
 
 		<h3>[method:BufferAttribute setDynamic] ( [param:Boolean value] ) </h3>
 		<h3>[method:BufferAttribute setDynamic] ( [param:Boolean value] ) </h3>
-		<p>Set [page:BufferAttribute.dynamic dynamic] to value.</p>
+		<p>将 [page:BufferAttribute.dynamic dynamic] 设置为 value.</p>
 
 
 		<h3>[method:BufferAttribute setX]( [param:Integer index], [param:Float x] ) </h3>
 		<h3>[method:BufferAttribute setX]( [param:Integer index], [param:Float x] ) </h3>
-		<p>Sets the x component of the vector at the given index.</p>
+		<p>设置给定索引的矢量的第一维数据(设置 X 值)。</p>
 
 
 		<h3>[method:BufferAttribute setY]( [param:Integer index], [param:Float y] ) </h3>
 		<h3>[method:BufferAttribute setY]( [param:Integer index], [param:Float y] ) </h3>
-		<p>Sets the y component of the vector at the given index.</p>
+		<p>设置给定索引的矢量的第二维数据(设置 Y 值)。</p>
 
 
 		<h3>[method:BufferAttribute setZ]( [param:Integer index], [param:Float z] ) </h3>
 		<h3>[method:BufferAttribute setZ]( [param:Integer index], [param:Float z] ) </h3>
-		<p>Sets the z component of the vector at the given index.</p>
+		<p>设置给定索引的矢量的第三维数据(设置 Z 值)。</p>
 
 
 		<h3>[method:BufferAttribute setW]( [param:Integer index], [param:Float w] ) </h3>
 		<h3>[method:BufferAttribute setW]( [param:Integer index], [param:Float w] ) </h3>
-		<p>Sets the w component of the vector at the given index.</p>
+		<p>设置给定索引的矢量的第四维数据(设置 W 值)。</p>
 
 
 		<h3>[method:BufferAttribute setXY]( [param:Integer index], [param:Float x], [param:Float y] ) </h3>
 		<h3>[method:BufferAttribute setXY]( [param:Integer index], [param:Float x], [param:Float y] ) </h3>
-		<p>Sets the x and y components of the vector at the given index.</p>
+		<p>设置给定索引的矢量的第一、二维数据(设置 X 和 Y 值)。</p>
 
 
 		<h3>[method:BufferAttribute setXYZ]( [param:Integer index], [param:Float x], [param:Float y], [param:Float z] ) </h3>
 		<h3>[method:BufferAttribute setXYZ]( [param:Integer index], [param:Float x], [param:Float y], [param:Float z] ) </h3>
-		<p>Sets the x, y and z components of the vector at the given index.</p>
+		<p>设置给定索引的矢量的第一、二、三维数据(设置 X、Y 和 Z 值)。</p>
 
 
 		<h3>[method:BufferAttribute setXYZW]( [param:Integer index], [param:Float x], [param:Float y], [param:Float z], [param:Float w] ) </h3>
 		<h3>[method:BufferAttribute setXYZW]( [param:Integer index], [param:Float x], [param:Float y], [param:Float z], [param:Float w] ) </h3>
-		<p>Sets the x, y, z and w components of the vector at the given index.</p>
+		<p>设置给定索引的矢量的第一、二、三、四维数据(设置 X、Y、Z 和 W 值)。</p>
 
 
 
 
 
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>
 	</body>

+ 87 - 124
docs/api/zh/core/BufferGeometry.html

@@ -11,22 +11,21 @@
 		<h1>[name]</h1>
 		<h1>[name]</h1>
 
 
 		<p>
 		<p>
-		An efficient representation of mesh, line, or point geometry. Includes vertex positions, face
-		indices, normals, colors, UVs, and custom attributes within buffers, reducing the cost of
-		passing all this data to the GPU.
+			是面片、线或点几何体的有效表述。包括顶点位置,面片索引、法相量、颜色值、UV 坐标和自定义缓存属性值。使用 BufferGeometry
+			可以有效减少向 GPU 传输上述数据所需的开销。
 		</p>
 		</p>
 		<p>
 		<p>
-		To read and edit data in BufferGeometry attributes, see [page:BufferAttribute] documentation.
+			读取或编辑 BufferGeometry 中的数据,见 [page:BufferAttribute] 文档。
 		</p>
 		</p>
 		<p>
 		<p>
-		For a less efficient but easier-to-use representation of geometry, see [page:Geometry].
+			几何体的更多使用示例,详见 [page:Geometry]。
 		</p>
 		</p>
 
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 		<code>
 		<code>
 		var geometry = new THREE.BufferGeometry();
 		var geometry = new THREE.BufferGeometry();
-		// create a simple square shape. We duplicate the top left and bottom right
-		// vertices because each vertex needs to appear once per triangle.
+		// 创建一个简单的矩形. 在这里我们左上和右下顶点被复制了两次。
+		// 因为在两个三角面片里,这两个顶点都需要被用到。
 		var vertices = new Float32Array( [
 		var vertices = new Float32Array( [
 			-1.0, -1.0,  1.0,
 			-1.0, -1.0,  1.0,
 			 1.0, -1.0,  1.0,
 			 1.0, -1.0,  1.0,
@@ -37,7 +36,7 @@
 			-1.0, -1.0,  1.0
 			-1.0, -1.0,  1.0
 		] );
 		] );
 
 
-		// itemSize = 3 because there are 3 values (components) per vertex
+		// itemSize = 3 因为每个顶点都是一个三元组。
 		geometry.addAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
 		geometry.addAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
 		var material = new THREE.MeshBasicMaterial( { color: 0xff0000 } );
 		var material = new THREE.MeshBasicMaterial( { color: 0xff0000 } );
 		var mesh = new THREE.Mesh( geometry, material );
 		var mesh = new THREE.Mesh( geometry, material );
@@ -52,76 +51,69 @@
 		</p>
 		</p>
 
 
 
 
-		<h2>Accessing Attributes</h2>
+		<h2>访问属性值</h2>
 		<p>
 		<p>
-		WebGL stores data associated with individual vertices of a geometry in <em>attributes</em>.
-		Examples include the position of the vertex, the normal vector for the vertex, the vertex color,
-		and so on. When using [page:Geometry], the [page:WebGLRenderer renderer] takes care of wrapping
-		up this information into typed array buffers and sending this data to the shader. With
-		BufferGeometry, all of this data is stored in buffers associated with individual attributes.
-		This means that to get the position data associated with a vertex (for instance), you must call
-		[page:.getAttribute] to access the 'position' [page:BufferAttribute attribute], then access the individual
-		x, y, and z coordinates of the position.
+			WebGL 将与每个顶点相关的数据保存为 <em>attributes</em>. 这些属性例如,顶点位置、顶点法向量、顶点颜色等等。
+			当使用 [page:Geometry] 时,[page:WebGLRenderer renderer] 将数据包装为有类型的队列的缓存,并将数据送往着色器。有了
+			BufferGeometry 这些数据都被存储到相应类型的属性的缓存中。这就意味着,如果想要获得顶点的位置信息,你必须调用
+			[page:.getAttribute] 访问位置信息的 page:BufferAttribute attribute],之后再访问位置矢量中每一维坐标值(x,y,z 值)。
 		</p>
 		</p>
 		<p>
 		<p>
-		The following attributes are set by various members of this class:
+			通过该类提供的下属方法设置以下属性值:
 		</p>
 		</p>
 		<h3>[page:BufferAttribute position] (itemSize: 3)</h3>
 		<h3>[page:BufferAttribute position] (itemSize: 3)</h3>
 		<p>
 		<p>
-		Stores the x, y, and z coordinates of each vertex in this geometry. Set by [page:.fromGeometry]().
+			存储当前几何体中每个顶点的坐标,包含 x,y,z 三维数据。通过 [page:.fromGeometry]() 设置。
 		</p>
 		</p>
 
 
 		<h3>[page:BufferAttribute normal] (itemSize: 3)</h3>
 		<h3>[page:BufferAttribute normal] (itemSize: 3)</h3>
 		<p>
 		<p>
-		Stores the x, y, and z components of the vertex normal vector of each vertex in this geometry.
-		Set by [page:.fromGeometry]().
+			存储当前几何体中每个顶点的法向量,包含 x,y,z 三维数据。通过 [page:.fromGeometry]() 设置。
 		</p>
 		</p>
 
 
 		<h3>[page:BufferAttribute color] (itemSize: 3)</h3>
 		<h3>[page:BufferAttribute color] (itemSize: 3)</h3>
 		<p>
 		<p>
-		Stores the red, green, and blue channels of vertex color of each vertex in this geometry.
-		Set by [page:.fromGeometry]().
+			存储当前几何体中每个顶点的颜色值,包含 R,G,B 三通道颜色值。通过 [page:.fromGeometry]() 设置。
 		</p>
 		</p>
 
 
 		<p>
 		<p>
-		In addition to the the built-in attributes, you can set your own custom attributes using the addAttribute method. With [page:Geometry], these attributes are set and stored on the [page:Material]. In BufferGeometry, the attributes are stored with the geometry itself. Note that you still need to set the attributes information on the material as well, but the value of each attribute is stored in the BufferGeometry.
+			除了上述已有的属性,你可以通过 addAttribute 方法自定义属性。通过 [page:Geometry],这些自定义属性被存储到
+			[page:Material] 中。在 BufferGeometry 中,属性则被存储到几何体本身。注意,你依然需要在材质中设置属性信息,
+			但是属性的值则被存储到 BufferGeometry。
 		</p>
 		</p>
 
 
 
 
-		<h2>Constructor</h2>
+		<h2>构造函数</h2>
 
 
 
 
 		<h3>[name]()</h3>
 		<h3>[name]()</h3>
 		<div>
 		<div>
-		This creates a new [name]. It also sets several properties to a default value.
+		创建一个新的 [name]. 同时将预置属性设置为默认值.
 		</div>
 		</div>
 
 
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 
 		<h3>[property:Object attributes]</h3>
 		<h3>[property:Object attributes]</h3>
 		<p>
 		<p>
-		This hashmap has as id the name of the attribute to be set and as value the [page:BufferAttribute buffer] to set it to.
-		Rather than accessing this property directly, use [page:.addAttribute] and [page:.getAttribute] to access attributes of this geometry.
+			通过 hashmap 存储该几何体相关的属性,hashmap 的 id 是当前 attribute 的名称,值是相应的 [page:BufferAttribute buffer]。
+			你可以通过 [page:.addAttribute] 和 [page:.getAttribute] 添加和访问与当前几何体有关的 attribute。
 		</p>
 		</p>
 
 
 		<h3>[property:Box3 boundingBox]</h3>
 		<h3>[property:Box3 boundingBox]</h3>
 		<p>
 		<p>
-			Bounding box for the bufferGeometry, which can be calculated with
-			[page:.computeBoundingBox](). Default is *null*.
+			当前 bufferGeometry 的外边界矩形。可以通过 [page:.computeBoundingBox]() 计算。默认值是 *null*。
 		</p>
 		</p>
 
 
 		<h3>[property:Sphere boundingSphere]</h3>
 		<h3>[property:Sphere boundingSphere]</h3>
 		<p>
 		<p>
-			Bounding sphere for the bufferGeometry, which can be calculated with
-			[page:.computeBoundingSphere](). Default is *null*.
+			当前 bufferGeometry 的外边界球形。可以通过 [page:.computeBoundingSphere]() 计算。默认值是 *null*。
 		</p>
 		</p>
 
 
 		<h3>[property:Object drawRange]</h3>
 		<h3>[property:Object drawRange]</h3>
 		<p>
 		<p>
-			Used to determine what part of the geometry should be rendered. This should not
-			be set directly, instead use [page:.setDrawRange].<br />
-			Default is
+			用于判断几何体的哪个部分需要被渲染。该值不应该直接被设置,而需要通过 [page:.setDrawRange] 进行设置。<br />
+			默认值为
 			<code>
 			<code>
 				{ start: 0, count: Infinity }
 				{ start: 0, count: Infinity }
 			</code>
 			</code>
@@ -129,16 +121,16 @@
 
 
 		<h3>[property:Array groups]</h3>
 		<h3>[property:Array groups]</h3>
 		<p>
 		<p>
-			Split the geometry into groups, each of which will be rendered in a separate WebGL draw call.
-			This allows an array of materials to be used with the bufferGeometry.<br /><br />
+			将当前几何体分割成组进行渲染,每个部分都会在单独的 WebGL 的 draw call 中进行绘制。该方法可以让当前的 bufferGeometry
+			可以使用一个材质队列进行描述。<br /><br />
 
 
-			Each group is an object of the form:
+			分割后的每个部分都是一个如下的表单:
 			<code>{ start: Integer, count: Integer, materialIndex: Integer }</code>
 			<code>{ start: Integer, count: Integer, materialIndex: Integer }</code>
-			where start specifies the first element in this draw call – the first vertex for non-indexed geometry,
-			otherwise the first triangle index. Count specifies how many vertices (or indices) are included, and
-			materialIndex specifies the material array index to use.<br /><br />
+			start 表明当前 draw call 中的没有索引的几何体的几何体的第一个顶点;或者第一个三角面片的索引。
+			count 指明当前分割包含多少顶点(或 indices)。
+			materialIndex 指出当前用到的材质队列的索引。<br /><br />
 
 
-			Use [page:.addGroup] to add groups, rather than modifying this array directly.
+			通过 [page:.addGroup] 来增加组,而不是直接更改当前队列。
 		</p>
 		</p>
 
 
 
 
@@ -154,206 +146,177 @@
 
 
 
 
 		<h3>[property:Integer id]</h3>
 		<h3>[property:Integer id]</h3>
-		<p>Unique number for this bufferGeometry instance.</p>
+		<p>当前 bufferGeometry 的唯一编号。</p>
 
 
 		<h3>[property:BufferAttribute index]</h3>
 		<h3>[property:BufferAttribute index]</h3>
 		<p>
 		<p>
-			Allows for vertices to be re-used across multiple triangles; this is called using "indexed triangles" and
-			works much the same as it does in [page:Geometry]: each triangle is associated with the indices of three vertices.
-			This attribute therefore stores the index of each vertex for each triangular face.
+			允许顶点在多个三角面片间可以重用。这样的顶点被称为"已索引的三角面片(indexed triangles)"并且使用时和[page:Geometry]中一致:
+			每个三角面片都和三个顶点的索引相关。该 attribute 因此所存储的是每个三角面片的三个顶点的索引。
 
 
-			If this attribute is not set, the [page:WebGLRenderer renderer] assumes that each three contiguous
-			positions represent a single triangle.
+			如果该 attribute 没有设置过,则 [page:WebGLRenderer renderer] 假设每三个连续的位置代表一个三角面片。
 
 
-			Default is *null*.
+			默认值是 *null*。
 		</p>
 		</p>
 
 
 		<h3>[property:Boolean isBufferGeometry]</h3>
 		<h3>[property:Boolean isBufferGeometry]</h3>
 		<p>
 		<p>
-			Used to check whether this or derived classes are BufferGeometries. Default is *true*.<br /><br />
+			用于检查当前类或派生类的类型是 BufferGeometries。默认值是 *true*。<br /><br />
 
 
-			You should not change this, as it used internally for optimisation.
+			该值用于内部优化,你不应该手动修改该值。
 		</p>
 		</p>
 
 
 		<h3>[property:Object morphAttributes]</h3>
 		<h3>[property:Object morphAttributes]</h3>
 		<p>
 		<p>
-			Hashmap of [page:BufferAttribute]s holding details of the geometry's [page:Geometry.morphTargets morphTargets].
+			存储 [page:BufferAttribute] 的 Hashmap,存储了几何体 [page:Geometry.morphTargets morphTargets] 的细节信息。
 		</p>
 		</p>
 
 
 		<h3>[property:String name]</h3>
 		<h3>[property:String name]</h3>
 		<p>
 		<p>
-		Optional name for this bufferGeometry instance. Default is an empty string.
+			当前 bufferGeometry 实例的可选别名。默认值是空字符串。
 		</p>
 		</p>
 
 
 		<h3>[property:Object userData]</h3>
 		<h3>[property:Object userData]</h3>
 		<p>
 		<p>
-		An object that can be used to store custom data about the BufferGeometry. It should not hold
-		references to functions as these will not be cloned.
+			存储 BufferGeometry 的自定义数据的对象。为保持对象在克隆时完整,该对象不应该包括任何函数的引用。
 		</p>
 		</p>
 
 
 		<h3>[property:String uuid]</h3>
 		<h3>[property:String uuid]</h3>
 		<p>
 		<p>
-		[link:http://en.wikipedia.org/wiki/Universally_unique_identifier UUID] of this object instance.
-		This gets automatically assigned and shouldn't be edited.
+			当前对象实例的 [link:http://en.wikipedia.org/wiki/Universally_unique_identifier UUID],该值会自动被分配,且不应被修改。
 		</p>
 		</p>
 
 
-		<h2>Methods</h2>
+		<h2>方法</h2>
 
 
-		<h3>[page:EventDispatcher EventDispatcher] methods are available on this class.</h3>
+		<h3>[page:EventDispatcher EventDispatcher] 在该类上可用的所有方法。</h3>
 
 
 		<h3>[method:BufferGeometry addAttribute]( [param:String name], [param:BufferAttribute attribute] )</h3>
 		<h3>[method:BufferGeometry addAttribute]( [param:String name], [param:BufferAttribute attribute] )</h3>
 		<p>
 		<p>
-		Adds an attribute to this geometry. Use this rather than the attributes property,
-		because an internal hashmap of [page:.attributes] is maintained to speed up iterating over
-		attributes.
+			为当前几何体增加一个 attribute。 的属性,在类的内部,有一个存储 [page:.attributes] 的 hashmap,
+			通过该 hashmap,遍历 attributes 的速度会更快。而使用该方法,可以向 hashmap 内部增加 attribute。
+			所以,你需要使用该方法来添加 attributes。
 		</p>
 		</p>
 
 
 		<h3>[method:null addGroup]( [param:Integer start], [param:Integer count], [param:Integer materialIndex] )</h3>
 		<h3>[method:null addGroup]( [param:Integer start], [param:Integer count], [param:Integer materialIndex] )</h3>
 		<p>
 		<p>
-			Adds a group to this geometry; see the [page:BufferGeometry.groups groups]
-			property for details.
+			为当前几何体增加一个 group,详见 [page:BufferGeometry.groups groups] 属性。
 		</p>
 		</p>
 
 
 
 
 		<h3>[method:null applyMatrix]( [param:Matrix4 matrix] )</h3>
 		<h3>[method:null applyMatrix]( [param:Matrix4 matrix] )</h3>
-		<p>Bakes matrix transform directly into vertex coordinates.</p>
+		<p> 用给定矩阵转换几何体的顶点坐标。</p>
 
 
 		<h3>[method:BufferGeometry center] ()</h3>
 		<h3>[method:BufferGeometry center] ()</h3>
-		<p>Center the geometry based on the bounding box.</p>
+		<p>根据边界矩形将几何体居中。</p>
 
 
 		<h3>[method:BufferGeometry clone]()</h3>
 		<h3>[method:BufferGeometry clone]()</h3>
-		<p>Creates a clone of this BufferGeometry.</p>
+		<p>克隆当前的 BufferGeometry。</p>
 
 
 		<h3>[method:BufferGeometry copy]( [param:BufferGeometry bufferGeometry] )</h3>
 		<h3>[method:BufferGeometry copy]( [param:BufferGeometry bufferGeometry] )</h3>
-		<p>Copies another BufferGeometry to this BufferGeometry.</p>
+		<p>将参数指定的 BufferGeometry 的值拷贝到当前 BufferGeometry 中。</p>
 
 
 		<h3>[method:null clearGroups]( )</h3>
 		<h3>[method:null clearGroups]( )</h3>
-		<p>Clears all groups.</p>
+		<p>清空所有的 groups。</p>
 
 
 		<h3>[method:null computeBoundingBox]()</h3>
 		<h3>[method:null computeBoundingBox]()</h3>
 		<p>
 		<p>
-		Computes bounding box of the geometry, updating [param:.boundingBox] attribute.<br />
-		Bounding boxes aren't computed by default. They need to be explicitly computed, otherwise they are *null*.
+			计算当前几何体的的边界矩形,该操作会更新已有 [param:.boundingBox]。<br />
+			边界矩形不会默认计算,需要调用该接口指定计算边界矩形,否则保持默认值 *null*。
 		</p>
 		</p>
 
 
 		<h3>[method:null computeBoundingSphere]()</h3>
 		<h3>[method:null computeBoundingSphere]()</h3>
 		<p>
 		<p>
-		Computes bounding sphere of the geometry, updating [page:.boundingSphere] attribute.<br />
-		Bounding spheres aren't computed by default. They need to be explicitly computed, otherwise they are *null*.
+			计算当前几何体的的边界球形,该操作会更新已有 [param:.boundingSphere]。<br />
+			边界球形不会默认计算,需要调用该接口指定计算边界球形,否则保持默认值 *null*。
 		</p>
 		</p>
 
 
 		<h3>[method:null computeVertexNormals]()</h3>
 		<h3>[method:null computeVertexNormals]()</h3>
-		<p>Computes vertex normals by averaging face normals.</p>
+		<p>通过面片法向量的平均值计算每个顶点的法向量。</p>
 
 
 		<h3>[method:null dispose]()</h3>
 		<h3>[method:null dispose]()</h3>
 		<p>
 		<p>
-		Disposes the object from memory. <br />
-		You need to call this when you want the BufferGeometry removed while the application is running.
+			从内存中销毁对象。 <br />
+			如果在运行是需要从内存中删除 BufferGeometry,则需要调用该函数。
 		</p>
 		</p>
 
 
 		<h3>[method:BufferGeometry fromDirectGeometry]( [param:Geometry] )</h3>
 		<h3>[method:BufferGeometry fromDirectGeometry]( [param:Geometry] )</h3>
 		<p>
 		<p>
-			Populates this BufferGeometry with data from a [page:DirectGeometry] object containing faces. Not implemented for a line geometry.<br /><br />
+			通过 [page:DirectGeometry] 所包含的面数据生成一个 BufferGeometry 对象。对于线型几何体未实现该方法。<br /><br />
 
 
-			Note: [page:DirectGeometry] is mainly used as an intermediary object for converting between [page:Geometry]
-			and BufferGeometry.
+			注意: [page:DirectGeometry] 主要用于内部 [page:Geometry] 和 BufferGeometry 的类型转换。
 		</p>
 		</p>
 
 
 		<h3>[method:BufferGeometry fromGeometry]( [param:Geometry] )</h3>
 		<h3>[method:BufferGeometry fromGeometry]( [param:Geometry] )</h3>
-		<p>Populates this BufferGeometry with data from a [page:Geometry] object containing faces. Not implemented for a line geometry.</p>
+		<p>通过 [page:Geometry] 所包含的面信息生成一个 BufferGeometry 对象。对于线型几何体未实现该方法。</p>
 
 
 		<h3>[method:BufferAttribute getAttribute]( [param:String name] )</h3>
 		<h3>[method:BufferAttribute getAttribute]( [param:String name] )</h3>
-		<p>Returns the [page:BufferAttribute attribute] with the specified name.</p>
+		<p>返回指定名称的 [page:BufferAttribute attribute]。</p>
 
 
 		<h3>[method:BufferAttribute getIndex] ()</h3>
 		<h3>[method:BufferAttribute getIndex] ()</h3>
-		<p>Return the [page:.index] buffer.</p>
+		<p>返回缓存相关的 [page:.index]。</p>
 
 
 		<h3>[method:BufferGeometry lookAt] ( [param:Vector3 vector] )</h3>
 		<h3>[method:BufferGeometry lookAt] ( [param:Vector3 vector] )</h3>
 		<p>
 		<p>
-		vector - A world vector to look at.<br /><br />
+			vector - 几何体所朝向的世界坐标。<br /><br />
 
 
-		Rotates the geometry to face a point in space. This is typically done as a one time operation, and not during a loop.
-		Use [page:Object3D.lookAt] for typical real-time mesh usage.
+			旋转几何体朝向控件中的一点。该过程通常在一次处理中完成,不会循环处理。典型的用法是过通过调用 [page:Object3D.lookAt] 实时改变 mesh 朝向。
 		</p>
 		</p>
 
 
 		<h3>[method:null merge]( [param:BufferGeometry bufferGeometry], [param:Integer offset] )</h3>
 		<h3>[method:null merge]( [param:BufferGeometry bufferGeometry], [param:Integer offset] )</h3>
-		<p>Merge in another BufferGeometry with an optional offset of where to start merging in.</p>
+		<p>同参数指定的 BufferGeometry 进行合并。可以通过可选参数指定,从哪个偏移位置开始进行 merge。</p>
 
 
 		<h3>[method:null normalizeNormals]()</h3>
 		<h3>[method:null normalizeNormals]()</h3>
 		<p>
 		<p>
-		Every normal vector in a geometry will have a magnitude of 1.
-		This will correct lighting on the geometry surfaces.
+			几何体中的每个法向量长度将会为 1。这样操作会更正光线在表面的效果。
 		</p>
 		</p>
 
 
 		<h3>[method:BufferAttribute removeAttribute]( [param:String name] )</h3>
 		<h3>[method:BufferAttribute removeAttribute]( [param:String name] )</h3>
-		<p>Removes the [page:BufferAttribute attribute] with the specified name.</p>
+		<p>删除具有指定名称的 [page:BufferAttribute attribute]。</p>
 
 
 		<h3>[method:BufferGeometry rotateX] ( [param:Float radians] )</h3>
 		<h3>[method:BufferGeometry rotateX] ( [param:Float radians] )</h3>
 		<p>
 		<p>
-		Rotate the geometry about the X axis. This is typically done as a one time operation, and not during a loop.
-    Use [page:Object3D.rotation] for typical real-time mesh rotation.
+			在 X 轴上旋转几何体。该操作一般在一次处理中完成,不会循环处理。典型的用法是通过调用 [page:Object3D.rotation] 实时旋转几何体。
 		</p>
 		</p>
 
 
 		<h3>[method:BufferGeometry rotateY] ( [param:Float radians] )</h3>
 		<h3>[method:BufferGeometry rotateY] ( [param:Float radians] )</h3>
 		<p>
 		<p>
-		Rotate the geometry about the Y axis. This is typically done as a one time operation, and not during a loop.
-    Use [page:Object3D.rotation] for typical real-time mesh rotation.
+			在 Y 轴上旋转几何体。该操作一般在一次处理中完成,不会循环处理。典型的用法是通过调用 [page:Object3D.rotation] 实时旋转几何体。
 		</p>
 		</p>
 
 
 		<h3>[method:BufferGeometry rotateZ] ( [param:Float radians] )</h3>
 		<h3>[method:BufferGeometry rotateZ] ( [param:Float radians] )</h3>
 		<p>
 		<p>
-		Rotate the geometry about the Z axis. This is typically done as a one time operation, and not during a loop.
-    Use [page:Object3D.rotation] for typical real-time mesh rotation.
+			在 Z 轴上旋转几何体。该操作一般在一次处理中完成,不会循环处理。典型的用法是通过调用 [page:Object3D.rotation] 实时旋转几何体。
 		</p>
 		</p>
 
 
 		<h3>[method:BufferGeometry scale] ( [param:Float x], [param:Float y], [param:Float z] )</h3>
 		<h3>[method:BufferGeometry scale] ( [param:Float x], [param:Float y], [param:Float z] )</h3>
 		<p>
 		<p>
-		Scale the geometry data. This is typically done as a one time operation, and not during a loop.
-		Use [page:Object3D.scale] for typical real-time mesh scaling.
+			缩放几何体。该操作一般在一次处理中完成,不会循环处理。典型的用法是通过调用 [page:Object3D.scale] 实时旋转几何体。
 		</p>
 		</p>
 
 
 		<h3>[method:null setIndex] ( [param:BufferAttribute index] )</h3>
 		<h3>[method:null setIndex] ( [param:BufferAttribute index] )</h3>
-		<p>Set the [page:.index] buffer.</p>
+		<p>设置缓存的 [page:.index]。</p>
 
 
 		<h3>[method:null setDrawRange] ( [param:Integer start], [param:Integer count] )</h3>
 		<h3>[method:null setDrawRange] ( [param:Integer start], [param:Integer count] )</h3>
-		<p>Set the [page:.drawRange] buffer. See that property for details.</p>
+		<p>设置缓存的 [page:.drawRange]。详见相关属性说明。</p>
 
 
 		<h3>[method:BufferGeometry setFromObject] ( [param:Object3D object] )</h3>
 		<h3>[method:BufferGeometry setFromObject] ( [param:Object3D object] )</h3>
-		<p>Sets the attributes for this BufferGeometry from an [page:Object3D].</p>
+		<p>通过 [page:Object3D] 设置该 BufferGeometry 的 attribute。</p>
 
 
 		<h3>[method:BufferGeometry setFromPoints] ( [param:Array points] )</h3>
 		<h3>[method:BufferGeometry setFromPoints] ( [param:Array points] )</h3>
-		<p>Sets the attributes for this BufferGeometry from an array of points.</p>
+		<p>通过点队列设置该 BufferGeometry 的 attribute。</p>
 
 
 		<h3>[method:Object toJSON]()</h3>
 		<h3>[method:Object toJSON]()</h3>
-		<p>Returns a JSON object representation of the BufferGeometry.</p>
+		<p>返回代表该 BufferGeometry 的 JSON 对象。</p>
 
 
 		<h3>[method:BufferGeometry toNonIndexed]()</h3>
 		<h3>[method:BufferGeometry toNonIndexed]()</h3>
-		<p>Return a non-index version of an indexed BufferGeometry.</p>
+		<p>返回已索引的 BufferGeometry 的非索引版本。</p>
 
 
 		<h3>[method:BufferGeometry translate] ( [param:Float x], [param:Float y], [param:Float z] )</h3>
 		<h3>[method:BufferGeometry translate] ( [param:Float x], [param:Float y], [param:Float z] )</h3>
 		<p>
 		<p>
-		Translate the geometry. This is typically done as a one time operation, and not during a loop.
-    Use [page:Object3D.position] for typical real-time mesh translation.
+			移动几何体。该操作一般在一次处理中完成,不会循环处理。典型的用法是通过调用 [page:Object3D.rotation] 实时旋转几何体。
 		</p>
 		</p>
 
 
 		<h3>[method:BufferGeometry updateFromObject] ( [param:Object3D object] )</h3>
 		<h3>[method:BufferGeometry updateFromObject] ( [param:Object3D object] )</h3>
-		<div>Updates the attributes for this BufferGeometry from an [page:Object3D].</div>
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+		<div>通过 [page:Object3D] 更新 BufferGeometry 的 attribute。</div>
 
 
 		<h2>Source</h2>
 		<h2>Source</h2>
 
 

+ 19 - 21
docs/api/zh/core/Clock.html

@@ -9,78 +9,76 @@
 	</head>
 	</head>
 	<body>
 	<body>
 		<h1>[name]</h1>
 		<h1>[name]</h1>
-
 		<p class="desc">
 		<p class="desc">
-		Object for keeping track of time. This uses <a href="https://developer.mozilla.org/en-US/docs/Web/API/Performance/now">performance.now()</a>
-		if it is available, otherwise it reverts to the less accurate <a href="https://developer.mozilla.org/en/docs/Web/JavaScript/Reference/Global_Objects/Date/now">Date.now()</a>.
+			该对象用于跟踪时间。如果<a href="https://developer.mozilla.org/en-US/docs/Web/API/Performance/now">performance.now()</a>可用,则
+			Clock 对象通过该方法实现,否则通过歉精准的<a href="https://developer.mozilla.org/en/docs/Web/JavaScript/Reference/Global_Objects/Date/now">Date.now()</a>实现。
 		</p>
 		</p>
 
 
 
 
-		<h2>Constructor</h2>
+		<h2>构造函数</h2>
 
 
 
 
 		<h3>[name]( [param:Boolean autoStart] )</h3>
 		<h3>[name]( [param:Boolean autoStart] )</h3>
 		<p>
 		<p>
-		autoStart — (optional) whether to automatically start the clock. Default is true.
+		autoStart — (可选) 是否要自动开启时钟。默认值是 true。
 		</p>
 		</p>
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 
 		<h3>[property:Boolean autoStart]</h3>
 		<h3>[property:Boolean autoStart]</h3>
 		<p>
 		<p>
-		If set, starts the clock automatically when the first update is called. Default is true.
+			如果设置为 true,则在第一次 update 时开启时钟。默认值是 true。
 		</p>
 		</p>
 
 
 		<h3>[property:Float startTime]</h3>
 		<h3>[property:Float startTime]</h3>
 		<p>
 		<p>
-		Holds the time at which the clock's [page:Clock.start start] method was last called.
+			存储时钟最后一次调用 [page:Clock.start start] 方法的时间。
  		</p>
  		</p>
 
 
 
 
 		<h3>[property:Float oldTime]</h3>
 		<h3>[property:Float oldTime]</h3>
 		<p>
 		<p>
-		Holds the time at which the clock's [page:Clock.start start], [page:Clock.getElapsedTime getElapsedTime] or [page:Clock.getDelta getDelta]
-		methods were last called.
+			存储时钟最后一次调用  [page:Clock.start start], [page:Clock.getElapsedTime getElapsedTime] 或 [page:Clock.getDelta getDelta] 方法的时间。
  		</p>
  		</p>
 
 
 		<h3>[property:Float elapsedTime]</h3>
 		<h3>[property:Float elapsedTime]</h3>
 		<p>
 		<p>
-		Keeps track of the total time that the clock has been running.
+			保存时钟运行的总时长。
  		</p>
  		</p>
 
 
 		<h3>[property:Boolean running]</h3>
 		<h3>[property:Boolean running]</h3>
 		<p>
 		<p>
-		Whether the clock is running or not.
+			判断时钟是否在运行。
  		</p>
  		</p>
 
 
 
 
-		<h2>Methods</h2>
+		<h2>方法</h2>
 
 
 		<h3>[method:null start]()</h3>
 		<h3>[method:null start]()</h3>
 		<p>
 		<p>
-		Starts clock. Also sets the [page:Clock.startTime startTime] and [page:Clock.oldTime oldTime]
-		to the current time, sets [page:Clock.elapsedTime elapsedTime] to *0* and [page:Clock.running running] to *true*.
+			启动时钟。同时将 [page:Clock.startTime startTime] 和 [page:Clock.oldTime oldTime] 设置为当前时间。
+			设置 [page:Clock.elapsedTime elapsedTime] 为 *0*,并且设置 [page:Clock.running running] 为 *true*.
 		</p>
 		</p>
 
 
 		<h3>[method:null stop]()</h3>
 		<h3>[method:null stop]()</h3>
 		<p>
 		<p>
-		Stops clock and sets [page:Clock.oldTime oldTime] to the current time.
+			停止时钟。同时将 [page:Clock.oldTime oldTime] 设置为当前时间。
 		</p>
 		</p>
 
 
 		<h3>[method:Float getElapsedTime]()</h3>
 		<h3>[method:Float getElapsedTime]()</h3>
 		<p>
 		<p>
-		Get the seconds passed since the clock started and sets [page:Clock.oldTime oldTime] to the current time.<br />
-		If [page:Clock.autoStart autoStart] is *true* and the clock is not running, also starts the clock.
+			获取自时钟启动后的秒数,摒弃将 [page:Clock.oldTime oldTime] 设置为当前时间。<br />
+			如果 [page:Clock.autoStart autoStart] 设置为 *true* 且时钟并未运行,则该方法同时启动时钟。
 		</p>
 		</p>
 
 
 		<h3>[method:Float getDelta]()</h3>
 		<h3>[method:Float getDelta]()</h3>
 		<p>
 		<p>
-		Get the seconds passed since the time [page:Clock.oldTime oldTime] was set and sets [page:Clock.oldTime oldTime] to the current time.<br />
-		If [page:Clock.autoStart autoStart] is *true* and the clock is not running, also starts the clock.
+			获取自 [page:Clock.oldTime oldTime] 设置后到当前的秒数。 同时将 [page:Clock.oldTime oldTime] 设置为当前时间。<br/>
+			如果 [page:Clock.autoStart autoStart] 设置为 *true* 且时钟并未运行,则该方法同时启动时钟。
 		</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>

+ 27 - 32
docs/api/zh/core/DirectGeometry.html

@@ -11,97 +11,92 @@
 		<h1>[name]</h1>
 		<h1>[name]</h1>
 
 
 		<p class="desc">
 		<p class="desc">
-			This class is used internally to convert from [page:Geometry] to [page:BufferGeometry].
+			该类在内部被用于 [page:Geometry] 到 [page:BufferGeometry] 的转换。
 		</p>
 		</p>
 
 
-
-
-		<h2>Constructor</h2>
+		<h2>构造函数</h2>
 
 
 
 
 		<h3>[name]()</h3>
 		<h3>[name]()</h3>
-		<p>This creates a new [name].</p>
+		<p>创建一个新的 [name] 对象。</p>
 
 
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 
 		<h3>[property:Integer id]</h3>
 		<h3>[property:Integer id]</h3>
-		<p>Unique number for this [name] instance.</p>
+		<p>当前 [name] 实例的唯一数字标识。</p>
 
 
 		<h3>[property:String name]</h3>
 		<h3>[property:String name]</h3>
-		<p>Optional name. Default is the empty string.</p>
+		<p>可选名称. 默认值是空字符串。</p>
 
 
 		<h3>[property:Array type]</h3>
 		<h3>[property:Array type]</h3>
-		<p>String 'DirectGeometry'.</p>
+		<p>返回 'DirectGeometry' 字符串。</p>
 
 
 		<h3>[property:Array vertices]</h3>
 		<h3>[property:Array vertices]</h3>
-		<p>Initialiased as an empty array, this is populated by [page:.fromGeometry]().</p>
+		<p>被初始化为一个空队列, 该属性由 [page:.fromGeometry]() 赋值。</p>
 
 
 		<h3>[property:Array normals]</h3>
 		<h3>[property:Array normals]</h3>
-		<p>Initialiased as an empty array, this is populated by [page:.fromGeometry]().</p>
+		<p>被初始化为一个空队列, 该属性由 [page:.fromGeometry]() 赋值。</p>
 
 
 		<h3>[property:Array colors]</h3>
 		<h3>[property:Array colors]</h3>
-		<p>Initialiased as an empty array, this is populated by [page:.fromGeometry]().</p>
+		<p>被初始化为一个空队列, 该属性由 [page:.fromGeometry]() 赋值。</p>
 
 
 		<h3>[property:Array uvs]</h3>
 		<h3>[property:Array uvs]</h3>
-		<p>Initialiased as an empty array, this is populated by [page:.fromGeometry]().</p>
+		<p>被初始化为一个空队列, 该属性由 [page:.fromGeometry]() 赋值。</p>
 
 
 		<h3>[property:Array uvs2]</h3>
 		<h3>[property:Array uvs2]</h3>
-		<p>Initialiased as an empty array, this is populated by [page:.fromGeometry]().</p>
+		<p>被初始化为一个空队列, 该属性由 [page:.fromGeometry]() 赋值。</p>
 
 
 		<h3>[property:Array groups]</h3>
 		<h3>[property:Array groups]</h3>
-		<p>Initialiased as an empty array, this is populated by [page:.fromGeometry]().</p>
+		<p>被初始化为一个空队列, 该属性由 [page:.fromGeometry]() 赋值。</p>
 
 
 		<h3>[property:Array morphTargets]</h3>
 		<h3>[property:Array morphTargets]</h3>
-		<p>Initialiased as an empty array, this is populated by [page:.fromGeometry]().</p>
+		<p>被初始化为一个空队列, 该属性由 [page:.fromGeometry]() 赋值。</p>
 
 
 		<h3>[property:Array skinWeights]</h3>
 		<h3>[property:Array skinWeights]</h3>
-		<p>Initialiased as an empty array, this is populated by [page:.fromGeometry]().</p>
+		<p>被初始化为一个空队列, 该属性由 [page:.fromGeometry]() 赋值。</p>
 
 
 		<h3>[property:Array skinIndices]</h3>
 		<h3>[property:Array skinIndices]</h3>
-		<p>Initialiased as an empty array, this is populated by [page:.fromGeometry]().</p>
+		<p>被初始化为一个空队列, 该属性由 [page:.fromGeometry]() 赋值。</p>
 
 
 		<h3>[property:Box3 boundingBox]</h3>
 		<h3>[property:Box3 boundingBox]</h3>
 		<p>
 		<p>
-			Bounding box for the bufferGeometry, which can be calculated with
-			[page:.computeBoundingBox](). Default is *null*.
+			对应 bufferGeometry 的外边界矩形,该值可通过 [page:.computeBoundingBox]() 计算。默认值是 *null*。
 		</p>
 		</p>
 
 
 		<h3>[property:Sphere boundingSphere]</h3>
 		<h3>[property:Sphere boundingSphere]</h3>
 		<p>
 		<p>
-			Bounding sphere for the bufferGeometry, which can be calculated with
-			[page:.computeBoundingSphere](). Default is *null*.
+			对应 bufferGeometry 的外边界球,该值可通过 [page:.computeBoundingSphere]() 计算。默认值是 *null*。
 		</p>
 		</p>
 
 
 		<h3>[property:Boolean verticesNeedUpdate]</h3>
 		<h3>[property:Boolean verticesNeedUpdate]</h3>
-		<p>Default is false.</p>
+		<p>默认值为 false。</p>
 
 
 		<h3>[property:Boolean normalsNeedUpdate]</h3>
 		<h3>[property:Boolean normalsNeedUpdate]</h3>
-		<p>Default is false.</p>
+		<p>默认值为 false。</p>
 
 
 		<h3>[property:Boolean colorsNeedUpdate]</h3>
 		<h3>[property:Boolean colorsNeedUpdate]</h3>
-		<p>Default is false.</p>
+		<p>默认值为 false。</p>
 
 
 		<h3>[property:Boolean uvsNeedUpdate]</h3>
 		<h3>[property:Boolean uvsNeedUpdate]</h3>
-		<p>Default is false.</p>
+		<p>默认值为 false。</p>
 
 
 		<h3>[property:Boolean groupsNeedUpdate]</h3>
 		<h3>[property:Boolean groupsNeedUpdate]</h3>
-		<p>Default is false.</p>
+		<p>默认值为 false。</p>
 
 
 
 
-		<h2>Methods</h2>
+		<h2>方法</h2>
 
 
 		<h3>[property:null computeGroups]( [param:Geometry geometry] )</h3>
 		<h3>[property:null computeGroups]( [param:Geometry geometry] )</h3>
 		<p>
 		<p>
-			Compute the parts of the geometry that have different materialIndex.
-			See [page:BufferGeometry.groups].
+			计算几何体中有不同 materialIndex 的部分,详见 [page:BufferGeometry.groups]。
 		</p>
 		</p>
 
 
 		<h3>[property:null fromGeometry]( [param:Geometry geometry] )</h3>
 		<h3>[property:null fromGeometry]( [param:Geometry geometry] )</h3>
-		<p>Pass in a [page:Geometry] instance for conversion.</p>
+		<p>传入一个需要转换的 [page:Geometry] 实例。</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>

+ 20 - 20
docs/api/zh/core/EventDispatcher.html

@@ -11,14 +11,14 @@
 		<h1>[name]</h1>
 		<h1>[name]</h1>
 
 
 		<p class="desc">
 		<p class="desc">
-			JavaScript events for custom objects.<br />
+			自定义对象的 JavaScript 事件。<br />
 			[link:https://github.com/mrdoob/eventdispatcher.js Eventdispatcher on GitHub]
 			[link:https://github.com/mrdoob/eventdispatcher.js Eventdispatcher on GitHub]
 		</p>
 		</p>
 
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 
 		<code>
 		<code>
-// Adding events to a custom object
+// 为自定义对象添加事件
 
 
 var Car = function () {
 var Car = function () {
 
 
@@ -30,11 +30,11 @@ var Car = function () {
 
 
 };
 };
 
 
-// Mixing the EventDispatcher.prototype with the custom object prototype
+// 将 EventDispatcher.prototype 与自定义对象 prototype 进行混合
 
 
 Object.assign( Car.prototype, EventDispatcher.prototype );
 Object.assign( Car.prototype, EventDispatcher.prototype );
 
 
-// Using events with the custom object
+// 使用自定义对象的事件
 
 
 var car = new Car();
 var car = new Car();
 
 
@@ -47,53 +47,53 @@ car.addEventListener( 'start', function ( event ) {
 car.start();
 car.start();
 		</code>
 		</code>
 
 
-		<h2>Constructor</h2>
+		<h2>构造函数</h2>
 
 
 		<h3>[name]()</h3>
 		<h3>[name]()</h3>
 		<p>
 		<p>
-		Creates EventDispatcher object.
+		创建 EventDispatcher 对象。
 		</p>
 		</p>
 
 
 
 
-		<h2>Methods</h2>
+		<h2>方法</h2>
 
 
 		<h3>[method:null addEventListener]( [param:String type], [param:Function listener] )</h3>
 		<h3>[method:null addEventListener]( [param:String type], [param:Function listener] )</h3>
 		<p>
 		<p>
-		type - The type of event to listen to.<br />
-		listener - The function that gets called when the event is fired.
+		type - 需要添加监听的事件类型。<br />
+		listener - 事件发生时被调用到的函数。
 		</p>
 		</p>
 		<p>
 		<p>
-		Adds a listener to an event type.
+		为指定事件增加监听函数。
 		</p>
 		</p>
 
 
 		<h3>[method:Boolean hasEventListener]( [param:String type], [param:Function listener] )</h3>
 		<h3>[method:Boolean hasEventListener]( [param:String type], [param:Function listener] )</h3>
 		<p>
 		<p>
-		type - The type of event to listen to.<br />
-		listener - The function that gets called when the event is fired.
+		type - 需要被监听的事件类型。<br />
+		listener - 事件发生时被调用到的函数。
 		</p>
 		</p>
 		<p>
 		<p>
-		Checks if listener is added to an event type.
+		检查监听函数是否已经添加到指定事件。
 		</p>
 		</p>
 
 
 		<h3>[method:null removeEventListener]( [param:String type], [param:Function listener] )</h3>
 		<h3>[method:null removeEventListener]( [param:String type], [param:Function listener] )</h3>
 		<p>
 		<p>
-		type - The type of the listener that gets removed.<br />
-		listener - The listener function that gets removed.
+		type - 需要移除监听的事件类型。<br />
+		listener - 需要被移除的监听函数。
 		</p>
 		</p>
 		<p>
 		<p>
-		Removes a listener from an event type.
+		从指定事件类型中移除监听函数。
 		</p>
 		</p>
 
 
 		<h3>[method:null dispatchEvent]( [param:object event] )</h3>
 		<h3>[method:null dispatchEvent]( [param:object event] )</h3>
 		<p>
 		<p>
-		event - The event that gets fired.
+		event - 将被触发的事件。
 		</p>
 		</p>
 		<p>
 		<p>
-		Fire an event type.
+		触发一个事件。
 		</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>

+ 34 - 38
docs/api/zh/core/Face3.html

@@ -11,13 +11,12 @@
 		<h1>[name]</h1>
 		<h1>[name]</h1>
 
 
 		<p class="desc">
 		<p class="desc">
-		Triangular face used in [page:Geometry]. These are created automatically for all
-		standard geometry types, however if you are building a custom geometry you will have to
-		create them manually.
+			在 [page:Geometry] 中被使用到的三角面片。这些三角面片会为所有标准几何体自动创建。
+			然而,如果你正在构建一个自定义几何体,你需要手动创建这些三角面片。
 		</p>
 		</p>
 
 
 
 
-		<h2>Examples</h2>
+		<h2>示例</h2>
 
 
 		<p>[example:misc_ubiquity_test ubiquity / test ]</p>
 		<p>[example:misc_ubiquity_test ubiquity / test ]</p>
 		<p>[example:svg_sandbox svg / sandbox ]</p>
 		<p>[example:svg_sandbox svg / sandbox ]</p>
@@ -28,22 +27,22 @@
 		<code>
 		<code>
 var material = new THREE.MeshStandardMaterial( { color : 0x00cc00 } );
 var material = new THREE.MeshStandardMaterial( { color : 0x00cc00 } );
 
 
-//create a triangular geometry
+//创建仅有一个三角面片的几何体
 var geometry = new THREE.Geometry();
 var geometry = new THREE.Geometry();
 geometry.vertices.push( new THREE.Vector3( -50, -50, 0 ) );
 geometry.vertices.push( new THREE.Vector3( -50, -50, 0 ) );
 geometry.vertices.push( new THREE.Vector3(  50, -50, 0 ) );
 geometry.vertices.push( new THREE.Vector3(  50, -50, 0 ) );
 geometry.vertices.push( new THREE.Vector3(  50,  50, 0 ) );
 geometry.vertices.push( new THREE.Vector3(  50,  50, 0 ) );
 
 
-//create a new face using vertices 0, 1, 2
+//利用顶点 0, 1, 2 创建一个面
 var normal = new THREE.Vector3( 0, 1, 0 ); //optional
 var normal = new THREE.Vector3( 0, 1, 0 ); //optional
 var color = new THREE.Color( 0xffaa00 ); //optional
 var color = new THREE.Color( 0xffaa00 ); //optional
 var materialIndex = 0; //optional
 var materialIndex = 0; //optional
 var face = new THREE.Face3( 0, 1, 2, normal, color, materialIndex );
 var face = new THREE.Face3( 0, 1, 2, normal, color, materialIndex );
 
 
-//add the face to the geometry's faces array
+//将创建的面添加到几何体的面的队列
 geometry.faces.push( face );
 geometry.faces.push( face );
 
 
-//the face normals and vertex normals can be calculated automatically if not supplied above
+//如果没有特别指明,面和顶点的法向量可以通过如下代码自动计算
 geometry.computeFaceNormals();
 geometry.computeFaceNormals();
 geometry.computeVertexNormals();
 geometry.computeVertexNormals();
 
 
@@ -51,83 +50,80 @@ scene.add( new THREE.Mesh( geometry, material ) );
 	</code>
 	</code>
 
 
 
 
-		<h2>Constructor</h2>
+		<h2>构造函数</h2>
 
 
 		<h3>[name]( [param:Integer a], [param:Integer b], [param:Integer c], [param:Vector3 normal], [param:Color color], [param:Integer materialIndex] )</h3>
 		<h3>[name]( [param:Integer a], [param:Integer b], [param:Integer c], [param:Vector3 normal], [param:Color color], [param:Integer materialIndex] )</h3>
 		<p>
 		<p>
-		a — Vertex A index.<br />
-		b — Vertex B index.<br />
-		c — Vertex C index.<br /><br />
+			a — 顶点 A 的索引。<br />
+			b — 顶点 B 的索引。<br />
+			c — 顶点 C 的索引。<br /><br />
 
 
-		normal — (optional) Face normal ([page:Vector3 Vector3]) or array of vertex normals.
-		If a single vector is passed in, this sets [page:.normal], otherwise if an array of three
-		vectors is passed in this sets [page:.vertexNormals]<br /><br />
+			normal — (可选) 面的法向量 ([page:Vector3 Vector3]) 或顶点法向量队列。
+			如果参数传入单一矢量,则用该量设置面的法向量 [page:.normal],如果传入的是包含三个矢量的队列,
+			则用该量设置 [page:.vertexNormals]<br /><br />
 
 
-		color — (optional) Face [page:Color color] or array of vertex [page:Color colors].
-		If a single vector is passed in, this sets [page:.color], otherwise if an array of three
-		vectors is passed in this sets [page:.vertexColors]<br /><br />
+			color — (可选) 面的颜色值 [page:Color color] 或顶点颜色值的队列。
+			如果参数传入单一矢量,则用该量设置 [page:.color],如果传入的是包含三个矢量的队列,
+			则用该量设置 [page:.vertexColors]<br /><br />
 
 
-		materialIndex — (optional) which index of an array of materials to associate
-		with the face.
+			materialIndex — (可选) 材质队列中与该面对应的材质的索引。
 		</p>
 		</p>
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 
 		<h3>[property:Integer a]</h3>
 		<h3>[property:Integer a]</h3>
 		<p>
 		<p>
-		Vertex A index.
+			顶点 A 的索引。
 		</p>
 		</p>
 
 
 		<h3>[property:Integer b]</h3>
 		<h3>[property:Integer b]</h3>
 		<p>
 		<p>
-		Vertex B index.
+			顶点 B 的索引。
 		</p>
 		</p>
 
 
 		<h3>[property:Integer c]</h3>
 		<h3>[property:Integer c]</h3>
 		<p>
 		<p>
-		Vertex C index.
+			顶点 C 的索引。
 		</p>
 		</p>
 
 
 		<h3>[property:Vector3 normal]</h3>
 		<h3>[property:Vector3 normal]</h3>
 		<p>
 		<p>
-		Face normal - vector showing the direction of the Face3. If calculated automatically
-		(using [page:Geometry.computeFaceNormals]), this is the normalized cross product of two edges of the
-		triangle. Default is *(0, 0, 0)*.
+			面的法向量 - 矢量展示 Face3 的方向。如果该量是通过调用 [page:Geometry.computeFaceNormals] 自动计算的,
+			该值等于归一化的两条边的差积。默认值是 *(0, 0, 0)*。
 		</p>
 		</p>
 
 
 		<h3>[property:Color color]</h3>
 		<h3>[property:Color color]</h3>
 		<p>
 		<p>
-		Face color - for this to be used a material's [page:Material.vertexColors vertexColors] property
-		must be set to [page:Materials THREE.FaceColors].
+			面的颜色值 - 在被用于指定材质的 [page:Material.vertexColors vertexColors] 属性时,该值必须被设置为
+			[page:Materials THREE.FaceColors]。
 		</p>
 		</p>
 
 
 		<h3>[property:Array vertexNormals]</h3>
 		<h3>[property:Array vertexNormals]</h3>
 		<p>
 		<p>
-		Array of 3 [page:Vector3 vertex normals].
+			包含三个 [page:Vector3 vertex normals] 的队列。
 		</p>
 		</p>
 
 
 		<h3>[property:Array vertexColors]</h3>
 		<h3>[property:Array vertexColors]</h3>
 		<p>
 		<p>
-		Array of 3 vertex colors - for these to be used a material's [page:Material.vertexColors vertexColors] property
-		must be set to [page:Materials THREE.VertexColors].
+			包含 3 个顶点颜色值的队列 - 在被用于指定材质的 [page:Material.vertexColors vertexColors] 属性时,该值必须被设置为
+			[page:Materials THREE.VertexColors]。
 		</p>
 		</p>
 
 
-
 		<h3>[property:Integer materialIndex]</h3>
 		<h3>[property:Integer materialIndex]</h3>
 		<p>
 		<p>
-		Material index (points to an index in the associated array of materials). Default is *0*.
+			材质队列中与该面相关的材质的索引。默认值为 *0*。
 		</p>
 		</p>
 
 
-		<h2>Methods</h2>
+		<h2>方法</h2>
 
 
 		<h3>[method:Face3 clone]()</h3>
 		<h3>[method:Face3 clone]()</h3>
-		<p>Creates a new clone of the Face3 object.</p>
+		<p>克隆该 Face3 对象。</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>将参数指定的 Face3 对象的数据拷贝到当前对象。</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>
 	</body>

+ 102 - 113
docs/api/zh/core/Geometry.html

@@ -12,17 +12,16 @@
 
 
 		<div class="desc">
 		<div class="desc">
 		<p>
 		<p>
-		Geometry is a user-friendly alternative to [page:BufferGeometry]. Geometries store attributes
-		(vertex positions, faces, colors, etc.) using objects like [page:Vector3] or [page:Color] that
-		are easier to read and edit, but less efficient than typed arrays.
+			Geometry 是对 [page:BufferGeometry] 的用户有好替代。Geometry 利用 [page:Vector3]
+			或 [page:Color] 存储了几何体的相关 attributes(如顶点位置,面信息,颜色等)比起 BufferGeometry
+			更容易读写,但是运行效率不如有类型的队列。
 		</p>
 		</p>
 		<p>
 		<p>
-		Prefer [page:BufferGeometry] for large or serious projects.
+		对于大型工程或正式工程,推荐采用 [page:BufferGeometry]。
 		</p>
 		</p>
 		</div>
 		</div>
 
 
-
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 
 		<div>[example:webgl_geometry_minecraft WebGL / geometry / minecraft ]</div>
 		<div>[example:webgl_geometry_minecraft WebGL / geometry / minecraft ]</div>
 		<div>[example:webgl_geometry_minecraft_ao WebGL / geometry / minecraft / ao ]</div>
 		<div>[example:webgl_geometry_minecraft_ao WebGL / geometry / minecraft / ao ]</div>
@@ -48,125 +47,118 @@
 		geometry.computeBoundingSphere();
 		geometry.computeBoundingSphere();
 		</code>
 		</code>
 
 
-		<h2>Constructor</h2>
+		<h2>构造函数</h2>
 
 
 
 
 		<h3>[name]()</h3>
 		<h3>[name]()</h3>
 		<p>
 		<p>
-		The constructor takes no arguments.
+		构造函数没有任何参数。
 		</p>
 		</p>
 
 
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 
 		<h3>[property:Box3 boundingBox]</h3>
 		<h3>[property:Box3 boundingBox]</h3>
 		<p>
 		<p>
-			Bounding box for the Geometry, which can be calculated with
-			[page:.computeBoundingBox](). Default is *null*.
+			Geometry 的外边界矩形,可以通过 [page:.computeBoundingBox]() 进行计算,默认值是 *null*。
 		</p>
 		</p>
 
 
 		<h3>[property:Sphere boundingSphere]</h3>
 		<h3>[property:Sphere boundingSphere]</h3>
 		<p>
 		<p>
-			Bounding sphere for the Geometry, which can be calculated with
-			[page:.computeBoundingSphere](). Default is *null*.
+			Geometry 的外边界球形,可以通过 [page:.computeBoundingSphere]() 进行计算,默认值是 *null*。
 		</p>
 		</p>
 
 
 		<h3>[property:Array colors]</h3>
 		<h3>[property:Array colors]</h3>
 		<p>
 		<p>
-		Array of vertex [page:Color colors], matching number and order of vertices.<br /><br />
+			顶点 [page:Color colors] 队列,与顶点数量和顺序保持一致。<br /><br />
 
 
-		This is used by [page:Points] and [page:Line] and any classes derived from those such as [page:LineSegments] and various helpers.
-		[page:Mesh Meshes] use [page:Face3.vertexColors] instead of this.<br /><br />
+			该属性用于 [page:Points] 、 [page:Line] 或派生自 [page:LineSegments] 的类。
+			对于 [page:Mesh Meshes],请使用 [page:Face3.vertexColors] 函数。<br /><br />
 
 
-		To signal an update in this array, [page:Geometry Geometry.colorsNeedUpdate] needs to be set to true.
+			如果要标记队列中的数据已经更新,[page:Geometry Geometry.colorsNeedUpdate] 值需要被设置为 true。
 		</p>
 		</p>
 
 
 		<h3>[property:Array faces]</h3>
 		<h3>[property:Array faces]</h3>
 		<p>
 		<p>
-		Array of [page:Face3 faces].<br />
-		The array of faces describe how each vertex in the model is connected to form faces.
-		Additionally it holds information about face and vertex normals and colors.<br /><br />
-		To signal an update in this array, [page:Geometry Geometry.elementsNeedUpdate] needs to be set to true.
+			[page:Face3 faces] 队列。<br />
+
+			描述每个顶点之间如何组成模型面的面队列。同时该队列保存面和顶点的法向量和颜色信息。<br /><br />
+			如果要标记队列中的数据已经更新,[page:Geometry Geometry.elementsNeedUpdate] 值需要被设置为 true。
 		</p>
 		</p>
 
 
 		<h3>[property:Array faceVertexUvs]</h3>
 		<h3>[property:Array faceVertexUvs]</h3>
 		<p>
 		<p>
-		Array of face [link:https://en.wikipedia.org/wiki/UV_mapping UV] layers, used for mapping textures onto the geometry.<br />
-		Each UV layer is an array of [page:UV]s matching the order and number of vertices in faces.<br /><br />
-		To signal an update in this array, [page:Geometry Geometry.uvsNeedUpdate] needs to be set to true.
+			面的 [link:https://en.wikipedia.org/wiki/UV_mapping UV] 层的队列,该队列用于将纹理和几何信息进行映射。<br />
+			每个 UV 层都是一个 [page:UV] 的队列,顺序和数量同面中的顶点相对用。<br /><br />
+			如果要标记队列中的数据已经更新,[page:Geometry Geometry.uvsNeedUpdate] 值需要被设置为 true。
 		</p>
 		</p>
 
 
 		<h3>[property:Integer id]</h3>
 		<h3>[property:Integer id]</h3>
-		<p>Unique number for this geometry instance.</p>
+		<p>当前 geometry 实例的唯一标识符的数。</p>
 
 
 		<h3>[property:Boolean isGeometry]</h3>
 		<h3>[property:Boolean isGeometry]</h3>
 		<p>
 		<p>
-			Used to check whether this or derived classes are Geometries. Default is *true*.<br /><br />
+			用于判断当前类或派生类属于 Geometries。默认值是 *true*。<br /><br />
 
 
-			You should not change this, as it used internally for optimisation.
+			你不应该改变该值,该值用于内部优化。
 		</p>
 		</p>
 
 
 		<h3>[property:array lineDistances]</h3>
 		<h3>[property:array lineDistances]</h3>
 		<p>
 		<p>
-		An array containing distances between vertices for Line geometries.
-		This is required for [page:LineDashedMaterial] to render correctly.
+			用于保存线型几何体中每个顶点间距离的。在正确渲染 [page:LineDashedMaterial] 时,需要用到该数据。
 		</p>
 		</p>
 
 
 		<h3>[property:Array morphTargets]</h3>
 		<h3>[property:Array morphTargets]</h3>
 		<p>
 		<p>
-		Array of [link:https://en.wikipedia.org/wiki/Morph_target_animation morph targets]. Each morph target is a Javascript object:
+			[link:https://en.wikipedia.org/wiki/Morph_target_animation morph targets] 的队列。每个
+			morph target 都是一个如下的 javascript 对象:
 		<code>{ name: "targetName", vertices: [ new THREE.Vector3(), ... ] }</code>
 		<code>{ name: "targetName", vertices: [ new THREE.Vector3(), ... ] }</code>
-		Morph vertices match number and order of primary vertices.
+			Morph 顶点和几何体原始顶点在数量和顺序上需要一一对应。
 		</p>
 		</p>
 
 
 		<h3>[property:Array morphNormals]</h3>
 		<h3>[property:Array morphNormals]</h3>
 		<p>
 		<p>
-		Array of morph normals. Morph normals have similar structure as morph targets, each normal set is a Javascript object:
+			一个 morph 法向量的数组。Morph 法向量和 morph target 有类似的结构,每个法向量都是一个如下的 Javascript 对象:
 		<code>morphNormal = { name: "NormalName", normals: [ new THREE.Vector3(), ... ] }</code>
 		<code>morphNormal = { name: "NormalName", normals: [ new THREE.Vector3(), ... ] }</code>
 
 
-		See the [example:webgl_morphnormals WebGL / morphNormals] example.
+			示例详见 [example:webgl_morphnormals WebGL / morphNormals]。
 		</p>
 		</p>
 
 
 		<h3>[property:String name]</h3>
 		<h3>[property:String name]</h3>
-		<p>Optional name for this geometry. Default is an empty string.</p>
+		<p>当前几何的可选别名。默认值是一个空字符串。</p>
 
 
 		<h3>[property:Array skinWeights]</h3>
 		<h3>[property:Array skinWeights]</h3>
 		<p>
 		<p>
-		When working with a [page:SkinnedMesh], each vertex can have up to 4 [page:Bone bones] affecting it.
-		The skinWeights property is an array of weight values that correspond to the order of the vertices in
-		the geometry. So for instance, the first skinWeight would correspond to the first vertex in the geometry.
-		Since each vertex can be modified by 4 bones, a [page:Vector4] is used to represent the skin weights
-		for that vertex.
+			当在处理一个 [page:SkinnedMesh] 时,每个顶点最多可以有 4 个相关的 [page:Bone bones] 来影响它。
+			skinWeights 属性是一个权重队列,顺序同几何体中的顶点保持一致。因而,队列中的第一个 skinWeight
+			就对应几何体中的第一个顶点。由于每个顶点可以被 4 个 [page:Bone bones] 营销,因而每个顶点的 skinWeights
+			就采用一个 [page:Vector4] 表示。
 		</p>
 		</p>
 		<p>
 		<p>
-		The values of the vector should typically be between 0 and 1. For instance when set to 0 the bone
-		transformation will have no affect. When set to 0.5 it will have 50% affect. When set to 100%, it will
-		have 100% affect. If there is only 1 bone associated with the vertex then you only need to worry about
-		the first component of the vector, the rest can be ignored and set to 0.
+			skinWeight 矢量中每个元素的取值范围应该在 0 到 1 之间。例如,当设置为 0,骨骼对该顶点的位置没有影响。当设置为 0.5,
+			则对顶点的影响为 50%。 当设置为 100% 则对顶点的影响是 100%。如果矢量中只有一个骨骼与顶点相关联,则你只需要关注矢量中的第一个元素,
+			剩余的元素可以忽略,他们的值可以都设置为 0。
 		</p>
 		</p>
 
 
 		<h3>[property:Array skinIndices]</h3>
 		<h3>[property:Array skinIndices]</h3>
 		<p>
 		<p>
-		Just like the skinWeights property, the skinIndices' values correspond to the geometry's vertices.
-		Each vertex can have up to 4 bones associated with it. So if you look at the first vertex, and the
-		first skinIndex, this will tell you the bones associated with that vertex. For example the first vertex
-		could have a value of <strong>( 10.05, 30.10, 12.12 )</strong>. Then the first skin index could have the
-		value of <strong>( 10, 2, 0, 0 )</strong>. The first skin weight could have the value of
-		<strong>( 0.8, 0.2, 0, 0 )</strong>. In affect this would take the first vertex, and then the bone
-		<strong>mesh.bones[10]</strong> and apply it 80% of the way. Then it would take the bone <strong>skeleton.bones[2]</strong>
-		and apply it 20% of the way. The next two values have a weight of 0, so they would have no affect.
+			就如同 skinWeights 属性一样。skinWeights 的值也是与几何体的顶点相对应。每个顶点可以最多有 4 个骨骼与之相关联。
+			因而第一个 skinIndex 就与几何体的第一个顶点相关联,skinIndex 的值就指明了影响该顶点的骨骼是哪个。例如,第一个顶点的值是
+			<strong>( 10.05, 30.10, 12.12 )</strong>,第一个 skinIndex 的值是<strong>( 10, 2, 0, 0 )</strong>,第一个 skinWeight
+			的值是 <strong>( 0.8, 0.2, 0, 0 )</strong>。上述值表明第一个顶点受到<strong>mesh.bones[10]</strong>骨骼的影响有 80%,
+			受到 <strong>skeleton.bones[2]</strong> 的影响是 20%,由于另外两个 skinWeight 的值是 0,因而他们对顶点没有任何影响。
 		</p>
 		</p>
 		<p>
 		<p>
-		In code another example could look like this:
+			下面以代码的形式展示示例:
 		<code>
 		<code>
-		// e.g.
+		// 例如
 		geometry.skinIndices[15] = new THREE.Vector4(   0,   5,   9, 10 );
 		geometry.skinIndices[15] = new THREE.Vector4(   0,   5,   9, 10 );
 		geometry.skinWeights[15] = new THREE.Vector4( 0.2, 0.5, 0.3,  0 );
 		geometry.skinWeights[15] = new THREE.Vector4( 0.2, 0.5, 0.3,  0 );
 
 
-		// corresponds with the following vertex
+		// 与该顶点相关
 		geometry.vertices[15];
 		geometry.vertices[15];
 
 
-		// these bones will be used like so:
+		// 相应骨骼可以这样被调用:
 		skeleton.bones[0]; // weight of 0.2
 		skeleton.bones[0]; // weight of 0.2
 		skeleton.bones[5]; // weight of 0.5
 		skeleton.bones[5]; // weight of 0.5
 		skeleton.bones[9]; // weight of 0.3
 		skeleton.bones[9]; // weight of 0.3
@@ -176,169 +168,166 @@
 
 
 		<h3>[property:String uuid]</h3>
 		<h3>[property:String uuid]</h3>
 		<p>
 		<p>
-		[link:http://en.wikipedia.org/wiki/Universally_unique_identifier UUID] of this object instance.
-		This gets automatically assigned and shouldn't be edited.
+			当前对象实例的 [link:http://en.wikipedia.org/wiki/Universally_unique_identifier UUID]
+			该值会被自动分配,请不要修改它。
 		</p>
 		</p>
 
 
 		<h3>[property:Array vertices]</h3>
 		<h3>[property:Array vertices]</h3>
 		<p>
 		<p>
-		Array of [page:Vector3 vertices].<br />
-		The array of vertices holds the position of every vertex in the model.<br />
-		To signal an update in this array, [page:.verticesNeedUpdate] needs to be set to true.
+			[page:Vector3 vertices] 的队列。<br />
+			顶点的队列,保存了模型中每个顶点的位置信息。<br />
+			如果要标记队列中的数据已经更新,[page:.verticesNeedUpdate] 值需要被设置为 true。
 		</p>
 		</p>
 
 
 		<h3>[property:Boolean verticesNeedUpdate]</h3>
 		<h3>[property:Boolean verticesNeedUpdate]</h3>
-		<p>Set to *true* if the vertices array has been updated.</p>
+		<p> 如果顶点队列中的数据被修改,该值需要被设置为 *true*。</p>
 
 
 		<h3>[property:Boolean elementsNeedUpdate]</h3>
 		<h3>[property:Boolean elementsNeedUpdate]</h3>
-		<p>Set to *true* if the faces array has been updated.</p>
+		<p> 如果面队列中的数据被修改,该值需要被设置为 *true*。</p>
 
 
 		<h3>[property:Boolean uvsNeedUpdate]</h3>
 		<h3>[property:Boolean uvsNeedUpdate]</h3>
-		<p>Set to *true* if the uvs array has been updated.	</p>
+		<p> 如果 UV 队列中的数据被修改,该值需要被设置为 *true*。</p>
 
 
 		<h3>[property:Boolean normalsNeedUpdate]</h3>
 		<h3>[property:Boolean normalsNeedUpdate]</h3>
-		<p>Set to *true* if the normals array has been updated.</p>
+		<p> 如果法向量队列中的数据被修改,该值需要被设置为 *true*。</p>
 
 
 		<h3>[property:Boolean colorsNeedUpdate]</h3>
 		<h3>[property:Boolean colorsNeedUpdate]</h3>
-		<p>Set to *true* if the colors array or a face3 color has been updated.</p>
+		<p> 如果颜色队列或 face3 的颜色数据被修改,该值需要被设置为 *true*。</p>
 
 
 		<h3>[property:Boolean groupsNeedUpdate]</h3>
 		<h3>[property:Boolean groupsNeedUpdate]</h3>
-		<p>Set to *true* if a face3 materialIndex has been updated.</p>
+		<p> 如果 face3 的 materialIndex 被修改,该值需要被设置为 *true*。</p>
 
 
 		<h3>[property:Boolean lineDistancesNeedUpdate]</h3>
 		<h3>[property:Boolean lineDistancesNeedUpdate]</h3>
-		<p>Set to *true* if the linedistances array has been updated.</p>
+		<p> 如果 linedistances 队列中的数据被修改,该值需要被设置为 *true*。</p>
 
 
 
 
-		<h2>Methods</h2>
+		<h2>方法</h2>
 
 
-		<h3>[page:EventDispatcher EventDispatcher] methods are available on this class.</h3>
+		<h3>[page:EventDispatcher EventDispatcher] 该类中可用的函数。</h3>
 
 
 		<h3>[method:null applyMatrix]( [param:Matrix4 matrix] )</h3>
 		<h3>[method:null applyMatrix]( [param:Matrix4 matrix] )</h3>
-		<p>Bakes matrix transform directly into vertex coordinates.</p>
+		<p> 将矩阵信息直接应用于几何体顶点坐标。</p>
 
 
 		<h3>[method:Geometry center] ()</h3>
 		<h3>[method:Geometry center] ()</h3>
-		<p>Center the geometry based on the bounding box.</p>
+		<p> 基于外边界矩形将几何体居中。</p>
 
 
 		<h3>[method:Geometry clone]()</h3>
 		<h3>[method:Geometry clone]()</h3>
-		<p>
-		Creates a new clone of the Geometry.<br /><br />
-
-		This method copies only vertices, faces and uvs. It does not copy any other properties of the geometry.
+		<p>克隆当前几何体。<br /><br />
+			该方法除几何体的顶点、面信息和 UV 外不会复制其他属性。
 		</p>
 		</p>
 
 
 		<h3>[method:null computeBoundingBox]()</h3>
 		<h3>[method:null computeBoundingBox]()</h3>
-		<p>Computes bounding box of the geometry, updating [page:Geometry Geometry.boundingBox] attribute.</p>
+		<p> 计算当前几何体的外边界矩形。该方法会更新 [page:Geometry Geometry.boundingBox] 属性值。</p>
 
 
 		<h3>[method:null computeBoundingSphere]()</h3>
 		<h3>[method:null computeBoundingSphere]()</h3>
-		<p>Computes bounding sphere of the geometry, updating [page:Geometry Geometry.boundingSphere] attribute.</p>
+		<p> 计算当前几何体的外边界球。该方法会更新 [page:Geometry Geometry.boundingSphere] 属性值。</p>
 
 
 		<p>
 		<p>
-			Neither bounding boxes or bounding spheres are computed by default. They need to be explicitly computed,
-			otherwise they are *null*.
+			计算外边界矩形或外边界球并不是默认会自动调用的方法,这两个函数需要被显示的调用才能天得到相应属性值,否则对应属性值保持默认值 *null*。
 		</p>
 		</p>
 
 
 		<h3>[method:null computeFaceNormals]()</h3>
 		<h3>[method:null computeFaceNormals]()</h3>
-		<p>Computes [page:Face3.normal face normals].</p>
+		<p> 计算 [page:Face3.normal face normals] 值。</p>
 
 
 		<h3>[method:null computeFlatVertexNormals]()</h3>
 		<h3>[method:null computeFlatVertexNormals]()</h3>
-		<p>Computes flat [page:Face3.vertexNormals vertex normals]. Sets the vertex normal of each vertex of each face to be the same as the face's normal.</p>
+		<p> 计算 flat [page:Face3.vertexNormals vertex normals] 值。
+			该方法会将顶点法向量的值赋值为相应面的法向量值。</p>
 
 
 		<h3>[method:null computeMorphNormals]()</h3>
 		<h3>[method:null computeMorphNormals]()</h3>
-		<p>Computes [page:.morphNormals].</p>
+		<p> 计算 [page:.morphNormals] 值。</p>
 
 
 		<h3>[method:null computeVertexNormals]( [param:Boolean areaWeighted] )</h3>
 		<h3>[method:null computeVertexNormals]( [param:Boolean areaWeighted] )</h3>
 		<p>
 		<p>
-		areaWeighted - If true the contribution of each face normal to the vertex normal is
-		weighted by the area of the face. Default is true.<br /><br />
+		areaWeighted - 如果该值设置为 true,则每个面的法向量对顶点法向量的影响按照面的面积大小来计算。默认值为 true.<br /><br />
 
 
-		Computes vertex normals by averaging face normals.
+			通过周围面的法向量计算顶点的法向量。
 		</p>
 		</p>
 
 
 		<h3>[method:Geometry copy]( [param:Geometry geometry] )</h3>
 		<h3>[method:Geometry copy]( [param:Geometry geometry] )</h3>
 		<p>
 		<p>
-			Copies vertices, faces and uvs into this geometry. It does not copy any other properties of the geometry.
+			将参数代表的几何体的顶点、面和 UV 复制到当前几何体。该方法不会复制除此以外的别的属性值。
 		</p>
 		</p>
 
 
 		<h3>[method:null dispose]()</h3>
 		<h3>[method:null dispose]()</h3>
 		<p>
 		<p>
-		Removes The object from memory. <br />
-		Don't forget to call this method when you remove a geometry because it can cause memory leaks.
+			将对象从内存中删除。 <br />
+
+			在你删除一个几何体时,不要忘记调用该方法,否则会造成内存泄漏。
 		</p>
 		</p>
 
 
 		<h3>[method:Geometry fromBufferGeometry]( [param:BufferGeometry geometry] )</h3>
 		<h3>[method:Geometry fromBufferGeometry]( [param:BufferGeometry geometry] )</h3>
-		<p>Convert a [page:BufferGeometry] to a Geometry.</p>
+		<p> 将一个 [page:BufferGeometry] 对象,转换成一个 Geometry 对象。</p>
 
 
 		<h3>[method:Geometry lookAt] ( [param:Vector3 vector] )</h3>
 		<h3>[method:Geometry lookAt] ( [param:Vector3 vector] )</h3>
 		<p>
 		<p>
-		vector - A world vector to look at.<br /><br />
+			vector - 当前几何体朝向的世界坐标。<br /><br />
 
 
-		Rotates the geometry to face point in space. This is typically done as a one time operation but not during the render loop.<br>
-		Use [page:Object3D.lookAt] for typical real-time mesh usage.
+			该方法将几何体进行旋转,是的几何体朝向参数指定的世界坐标。该方法一般在一次处理中完成,但不在渲染过程中执行。<br>
+			一般使用 [page:Object3D.lookAt] 方法进行实时更改。
 		</p>
 		</p>
 
 
 		<h3>[method:null merge]( [param:Geometry geometry], [param:Matrix4 matrix], [param:Integer materialIndexOffset] )</h3>
 		<h3>[method:null merge]( [param:Geometry geometry], [param:Matrix4 matrix], [param:Integer materialIndexOffset] )</h3>
-		<p>Merge two geometries or geometry and geometry from object (using object's transform)</p>
+		<p> 将两个几何体,或一个几何体和一个从对象中通过变换获得的几何体进行合并。</p>
 
 
 		<h3>[method:null mergeMesh]( [param:Mesh mesh] )</h3>
 		<h3>[method:null mergeMesh]( [param:Mesh mesh] )</h3>
-		<p>Merge the mesh's geometry with this, also applying the mesh's transform.</p>
+		<p> 将参数指定的面片信息与当前几何体进行合并。同样会使用到参数 mesh 的变换。</p>
 
 
 
 
 		<h3>[method:null mergeVertices]()</h3>
 		<h3>[method:null mergeVertices]()</h3>
 		<p>
 		<p>
-		Checks for duplicate vertices using hashmap.<br />
-		Duplicated vertices are removed and faces' vertices are updated.
+			通过 hashmap 检查重复的顶点。<br />
+			重复的顶点将会被移除,面的顶点信息会被更新。
 		</p>
 		</p>
 
 
 		<h3>[method:null normalize]()</h3>
 		<h3>[method:null normalize]()</h3>
 		<p>
 		<p>
-		Normalize the geometry. <br />
-		Make the geometry centered and have a bounding sphere of radius *1.0*.
+			将当前几何体归一化。 <br />
+			将当前几何体居中,并且使得该几何体的外边界球半径为 *1.0*。
 		</p>
 		</p>
 
 
 		<h3>[method:Geometry rotateX] ( [param:Float radians] )</h3>
 		<h3>[method:Geometry rotateX] ( [param:Float radians] )</h3>
 		<p>
 		<p>
-		Rotate the geometry about the X axis. This is typically done as a one time operation but not during the render loop.<br>
-		Use [page:Object3D.rotation] for typical real-time mesh rotation.
+			将几何体绕 X 轴旋转参数指定度数。该操作通常在一次处理中完成,但不会在渲染过程中处理。<br>
+			使用 [page:Object3D.rotation] 对模型面片进行实时旋转处理。
 		</p>
 		</p>
 
 
 		<h3>[method:Geometry rotateY] ( [param:Float radians] )</h3>
 		<h3>[method:Geometry rotateY] ( [param:Float radians] )</h3>
 		<p>
 		<p>
-		Rotate the geometry about the Y axis. This is typically done as a one time operation but not during the render loop.<br>
-    	        Use [page:Object3D.rotation] for typical real-time mesh rotation.
+			将几何体绕 Y 轴旋转参数指定度数。该操作通常在一次处理中完成,但不会在渲染过程中处理。<br>
+			使用 [page:Object3D.rotation] 对模型面片进行实时旋转处理。
 		</p>
 		</p>
 
 
 		<h3>[method:Geometry rotateZ] ( [param:Float radians] )</h3>
 		<h3>[method:Geometry rotateZ] ( [param:Float radians] )</h3>
 		<p>
 		<p>
-		Rotate the geometry about the Z axis. This is typically done as a one time operation but not during the render loop.<br>
-	        Use [page:Object3D.rotation] for typical real-time mesh rotation.
+			将几何体绕 Z 轴旋转参数指定度数。该操作通常在一次处理中完成,但不会在渲染过程中处理。<br>
+			使用 [page:Object3D.rotation] 对模型面片进行实时旋转处理。
 		</p>
 		</p>
 
 
 		<h3>[method:Geometry setFromPoints] ( [param:Array points] )</h3>
 		<h3>[method:Geometry setFromPoints] ( [param:Array points] )</h3>
-		<p>Sets the vertices for this Geometry from an array of points.</p>
+		<p>通过点队列设置一个 Geometry 中的顶点。</p>
 
 
 		<h3>[method:null sortFacesByMaterialIndex] (  )</h3>
 		<h3>[method:null sortFacesByMaterialIndex] (  )</h3>
 		<p>
 		<p>
-		Sorts the faces array according to material index. For complex geometries with several materials,
-		this can result in reduced draw calls and improved performance.
+			通过材质索引对面队列进行排序。对于复杂且有多个材质的几何体,该操作可以有效减少 draw call 从而提升性能。
 		</p>
 		</p>
 
 
 		<h3>[method:Geometry scale] ( [param:Float x], [param:Float y], [param:Float z] )</h3>
 		<h3>[method:Geometry scale] ( [param:Float x], [param:Float y], [param:Float z] )</h3>
 		<p>
 		<p>
-		Scale the geometry data. This is typically done as a one time operation but not during the render loop.<br>
-		Use [page:Object3D.scale] for typical real-time mesh scaling.
+			缩放几何体大小。该操作通常在一次处理中完成,但不会在渲染过程中处理。<br>
+			使用 [page:Object3D.scale] 对模型面片进行实时缩放处理。
 		</p>
 		</p>
 
 
 		<h3>[method:JSON toJSON] ( )</h3>
 		<h3>[method:JSON toJSON] ( )</h3>
-		<p>Convert the geometry to JSON format.</p>
+		<p> 将 Geometry 对象数据转为  JSON 格式。</p>
 
 
 		<h3>[method:Geometry translate] ( [param:Float x], [param:Float y], [param:Float z] )</h3>
 		<h3>[method:Geometry translate] ( [param:Float x], [param:Float y], [param:Float z] )</h3>
 		<p>
 		<p>
-		Translate the geometry. This is typically done as a one time operation but not during the render loop.<br>
-    	        Use [page:Object3D.position] for typical real-time mesh translation.
+			移动当前几何体。该操作通常在一次处理中完成,但不会在渲染过程中处理。<br>
+			使用 [page:Object3D.position] 对模型面片进行实时移动处理。
 		</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>

+ 9 - 9
docs/api/zh/core/InstancedBufferAttribute.html

@@ -13,31 +13,31 @@
 		<h1>[name]</h1>
 		<h1>[name]</h1>
 
 
 		<p class="desc">
 		<p class="desc">
-		An instanced version of [page:BufferAttribute].
+			[page:BufferAttribute] 的实例化版本。
 		</p>
 		</p>
 
 
-		<h2>Constructor</h2>
+		<h2>构造函数</h2>
 		<h3>[name]( [param:TypedArray array], [param:Integer itemSize], [param:Number meshPerAttribute] )</h3>
 		<h3>[name]( [param:TypedArray array], [param:Integer itemSize], [param:Number meshPerAttribute] )</h3>
 		<p>
 		<p>
 		</p>
 		</p>
 
 
-		<h2>Properties</h2>
-		See [page:BufferAttribute] for inherited properties.
+		<h2>属性</h2>
+		继承属性详见 [page:BufferAttribute]。
 
 
 		<h3>[property:Number meshPerAttribute]</h3>
 		<h3>[property:Number meshPerAttribute]</h3>
 		<p>
 		<p>
-			Default is *1*.
+			默认值为 *1*。
 		</p>
 		</p>
 
 
 		<h3>[property:Boolean isInstancedBufferAttribute]</h3>
 		<h3>[property:Boolean isInstancedBufferAttribute]</h3>
 		<p>
 		<p>
-			Default is *true*.
+			默认值为 *true*.
 		</p>
 		</p>
 
 
-		<h2>Methods</h2>
-		<p>See [page:BufferAttribute] for inherited methods.</p>
+		<h2>方法</h2>
+		<p>继承方法详见 [page:BufferAttribute]。</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 - 10
docs/api/zh/core/InstancedBufferGeometry.html

@@ -13,29 +13,29 @@
 		<h1>[name]</h1>
 		<h1>[name]</h1>
 
 
 		<p class="desc">
 		<p class="desc">
-		An instanced version of [page:BufferGeometry].
+		[page:BufferGeometry] 的实例化版本。
 		</p>
 		</p>
 
 
-		<h2>Constructor</h2>
+		<h2>构造函数</h2>
 		<h3>[name]( )</h3>
 		<h3>[name]( )</h3>
-		<p>
+		<p> 默认构造函数没有参数。
 		</p>
 		</p>
 
 
-		<h2>Properties</h2>
-		See [page:BufferGeometry] for inherited properties.
+		<h2>属性</h2>
+		继承属性详见 [page:BufferGeometry]。
 
 
 		<h3>[property:Number maxInstancedCount]</h3>
 		<h3>[property:Number maxInstancedCount]</h3>
 		<p>
 		<p>
-			Default is *undefined*.
+			默认值是 *undefined*。
 		</p>
 		</p>
 
 
 		<h3>[property:Boolean isInstancedBufferGeometry]</h3>
 		<h3>[property:Boolean isInstancedBufferGeometry]</h3>
 		<p>
 		<p>
-			Default is *true*.
+			默认值是 *true*。
 		</p>
 		</p>
 
 
-		<h2>Methods</h2>
-		<p>See [page:BufferAttribute] for inherited methods.</p>
+		<h2>方法</h2>
+		<p>继承方法详见 [page:BufferAttribute]。</p>
 
 
 		<h3>[property:Number addGroup]( start, count, materialIndex )</h3>
 		<h3>[property:Number addGroup]( start, count, materialIndex )</h3>
 		<p>
 		<p>
@@ -43,7 +43,7 @@
 		</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>

+ 9 - 9
docs/api/zh/core/InstancedInterleavedBuffer.html

@@ -13,35 +13,35 @@
 		<h1>[name]</h1>
 		<h1>[name]</h1>
 
 
 		<p class="desc">
 		<p class="desc">
-		An instanced version of [page:InterleavedBuffer].
+		[page:InterleavedBuffer] 的实例化版本。
 		</p>
 		</p>
 
 
-		<h2>Constructor</h2>
+		<h2>构造函数</h2>
 		<h3>[name]( [param:TypedArray array], [param:Integer itemSize], [param:Number meshPerAttribute] )</h3>
 		<h3>[name]( [param:TypedArray array], [param:Integer itemSize], [param:Number meshPerAttribute] )</h3>
 		<p>
 		<p>
 		</p>
 		</p>
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 		<p>
 		<p>
-			See [page:InterleavedBuffer] for inherited properties.
+			继承属性详见 [page:InterleavedBuffer]。
 		</p>
 		</p>
 
 
 		<h3>[property:Number meshPerAttribute]</h3>
 		<h3>[property:Number meshPerAttribute]</h3>
 		<p>
 		<p>
-			Default is *1*.
+			默认值是 *1*。
 		</p>
 		</p>
 
 
 		<h3>[property:Boolean isInstancedInterleavedBuffer]</h3>
 		<h3>[property:Boolean isInstancedInterleavedBuffer]</h3>
 		<p>
 		<p>
-			Default is *true*.
+			默认值是 *true*。
 		</p>
 		</p>
 
 
-		<h2>Methods</h2>
+		<h2>方法</h2>
 		<p>
 		<p>
-			See [page:InterleavedBuffer] for inherited methods.
+			继承方法详见 [page:InterleavedBuffer]。
 		</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>

+ 27 - 27
docs/api/zh/core/InterleavedBuffer.html

@@ -11,108 +11,108 @@
 		<h1>[name]</h1>
 		<h1>[name]</h1>
 
 
 		<p class="desc">
 		<p class="desc">
-			"Interleaved" means that multiple attributes, possibly of different types, (e.g., position, normal, uv, color) are packed into a single array buffer.
+			"交叉存储" 表明多个类型的 attributes (例如,顶点位置、法向量、UV 和颜色值)被存储到一个队列中。
 			<br/><br/>
 			<br/><br/>
-			An introduction into interleaved arrays can be found here: [link:https://blog.tojicode.com/2011/05/interleaved-array-basics.html Interleaved array basics]
+			如下链接有对交叉存储更详细的介绍: [link:https://blog.tojicode.com/2011/05/interleaved-array-basics.html Interleaved array basics]
 		</p>
 		</p>
 
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 
 		<p>[example:webgl_buffergeometry_points_interleaved webgl / buffergeometry / points / interleaved]</p>
 		<p>[example:webgl_buffergeometry_points_interleaved webgl / buffergeometry / points / interleaved]</p>
 
 
-		<h2>Constructor</h2>
+		<h2>构造函数</h2>
 		<h3>[name]( [param:TypedArray array], [param:Integer stride] )</h3>
 		<h3>[name]( [param:TypedArray array], [param:Integer stride] )</h3>
 		<p>
 		<p>
-			[page:TypedArray array] -- A typed array with a shared buffer. Stores the geometry data.<br/>
-			[page:Integer stride] -- The number of typed-array elements per vertex.
+			[page:TypedArray array] -- 一个基于共享缓存的类型化队列。该队列存储几何体相关数据。<br/>
+			[page:Integer stride] -- 每个顶点占用类型化队列的多少个元素。
 		</p>
 		</p>
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 
 		<h3>[property:Array array]</h3>
 		<h3>[property:Array array]</h3>
 		<p>
 		<p>
-			 A typed array with a shared buffer. Stores the geometry data.
+			一个基于共享缓存的类型化队列。该队列存储几何体相关数据。
 		</p>
 		</p>
 
 
 		<h3>[property:Integer stride]</h3>
 		<h3>[property:Integer stride]</h3>
 		<p>
 		<p>
-			The number of typed-array elements per vertex.
+			每个顶点占用类型化队列的多少个元素。
 		</p>
 		</p>
 
 
 		<h3>[property:Integer count]</h3>
 		<h3>[property:Integer count]</h3>
 		<p>
 		<p>
-		Gives the total number of elements in the array.
+			类型化队列中,所有元素的数目。
 		</p>
 		</p>
 
 
 		<h3>[property:Boolean dynamic]</h3>
 		<h3>[property:Boolean dynamic]</h3>
 		<p>
 		<p>
-		Default is *false*.
+			默认值为 *false*。
 		</p>
 		</p>
 
 
 		<h3>[property:Object updateRange]</h3>
 		<h3>[property:Object updateRange]</h3>
 		<p>
 		<p>
-		Object containing offset and count.
+			对象存储着需要更新的数据的偏移量和数量。
 		</p>
 		</p>
 
 
 		<h3>[property:Number updateRange.offset]</h3>
 		<h3>[property:Number updateRange.offset]</h3>
 		<p>
 		<p>
-		Default is *0*.
+			默认值为 *0*。
 		</p>
 		</p>
 
 
 		<h3>[property:Number updateRange.count]</h3>
 		<h3>[property:Number updateRange.count]</h3>
 		<p>
 		<p>
-		Default is *-1*.
+			默认值为 *-1*。
 		</p>
 		</p>
 
 
 		<h3>[property:Integer version]</h3>
 		<h3>[property:Integer version]</h3>
 		<p>
 		<p>
-		A version number, incremented every time the needsUpdate property is set to true.
+			版本号,每次 needsUpdate 属性设置为 true 时,版本号增加。
 		</p>
 		</p>
 
 
 		<h3>[property:Integer isInterleavedBuffer]</h3>
 		<h3>[property:Integer isInterleavedBuffer]</h3>
 		<p>
 		<p>
-		Default is *true*.
+			默认值为 *true*。
 		</p>
 		</p>
 
 
 		<h3>[property:Integer needsUpdate]</h3>
 		<h3>[property:Integer needsUpdate]</h3>
 		<p>
 		<p>
-		Default is *false*. Setting this to true increments [page:InterleavedBuffer.version version].
+			默认值为 *false*。该值被设置为 true 时,会导致 [page:InterleavedBuffer.version version] 增加。
 		</p>
 		</p>
 
 
-		<h2>Methods</h2>
+		<h2>方法</h2>
 
 
 		<h3>[method:InterleavedBuffer setArray] ( [param:TypedArray array] ) </h3>
 		<h3>[method:InterleavedBuffer setArray] ( [param:TypedArray array] ) </h3>
 		<p>
 		<p>
-		 array - must be  a Typed Array.
+		 array - 必须是一个类型化的队列。
 		</p>
 		</p>
 
 
 		<h3>[method:InterleavedBuffer setDynamic] ( [param:Boolean value] ) </h3>
 		<h3>[method:InterleavedBuffer setDynamic] ( [param:Boolean value] ) </h3>
 		<p>
 		<p>
-			Set [page:InterleavedBuffer.dynamic dynamic] to value.
+			根据输入参数设置 [page:InterleavedBuffer.dynamic dynamic] 的值。
 		</p>
 		</p>
 
 
 		<h3>[method:InterleavedBuffer copy]( [param:InterleavedBuffer source] ) </h3>
 		<h3>[method:InterleavedBuffer copy]( [param:InterleavedBuffer source] ) </h3>
 		<p>
 		<p>
-		 Copies another [name] to this [name].
+			将参数指定的 [name] 拷贝到当前 [name]。
 		</p>
 		</p>
 
 
 		<h3>[method:InterleavedBuffer copyAt]( [param:Integer index1], [param:InterleavedBuffer attribute], [param:Integer index2] ) </h3>
 		<h3>[method:InterleavedBuffer copyAt]( [param:Integer index1], [param:InterleavedBuffer attribute], [param:Integer index2] ) </h3>
-		<p>Copies data from attribute[index2] to [page:InterleavedBuffer.array array][index1].</p>
+		<p> 将数据从 attribute[index2] 拷贝到 [page:InterleavedBuffer.array array][index1]。</p>
 
 
 		<h3>[method:InterleavedBuffer set]( [param:TypedArray value], [param:Integer offset] ) </h3>
 		<h3>[method:InterleavedBuffer set]( [param:TypedArray value], [param:Integer offset] ) </h3>
 		<p>
 		<p>
-			value - The source (typed) array.<br/>
-			offset - The offset into the target array at which to begin writing values from the source array. Default is *0*.<br/><br />
+			value - 被拷贝的源(类型化)队列。<br/>
+			offset - 源队列中,数据开始拷贝的偏移量。默认值是 *0*.<br/><br />
 
 
-			Stores multiple values in the buffer, reading input values from a specified array.
+			将源队列数据拷贝到目标队列缓存中。
 		</p>
 		</p>
 
 
 		<h3>[method:InterleavedBuffer clone]() </h3>
 		<h3>[method:InterleavedBuffer clone]() </h3>
 		<p>
 		<p>
-			Creates a clone of this [name].
+			克隆当前 [name]。
 		</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>

+ 23 - 26
docs/api/zh/core/InterleavedBufferAttribute.html

@@ -15,89 +15,86 @@
 
 
 		</p>
 		</p>
 
 
-		<h2>Constructor</h2>
+		<h2>构造函数</h2>
 		<h3>[name]( [param:InterleavedBuffer interleavedBuffer], [param:Integer itemSize], [param:Integer offset], [param:Boolean normalized] )</h3>
 		<h3>[name]( [param:InterleavedBuffer interleavedBuffer], [param:Integer itemSize], [param:Integer offset], [param:Boolean normalized] )</h3>
 		<p>
 		<p>
 		</p>
 		</p>
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 
 		<h3>[property:InterleavedBuffer data]</h3>
 		<h3>[property:InterleavedBuffer data]</h3>
 		<p>
 		<p>
-			The [page:InterleavedBuffer InterleavedBuffer] instance passed in the constructor.
+			传入构造函数的 [page:InterleavedBuffer InterleavedBuffer] 实例。
 		</p>
 		</p>
 
 
 		<h3>[property:TypedArray array]</h3>
 		<h3>[property:TypedArray array]</h3>
 		<p>
 		<p>
-			The value of [page:InterleavedBufferAttribute.data data].array.
+			[page:InterleavedBufferAttribute.data data].array 的值。
 		</p>
 		</p>
 
 
 		<h3>[property:Integer count]</h3>
 		<h3>[property:Integer count]</h3>
 		<p>
 		<p>
-			The value of [page:InterleavedBufferAttribute.data data].count.
+			[page:InterleavedBufferAttribute.data data].count 的值。
 
 
-			If the buffer is storing a 3-component item (such as a position, normal, or color),
-			then this will count the number of such items stored.
+			所缓存的矢量的个数。如果缓存的矢量是一个三元组(例如,位置、法向量或颜色),则该值计算上述三元组的个数。
 		</p>
 		</p>
 
 
 		<h3>[property:Integer itemSize]</h3>
 		<h3>[property:Integer itemSize]</h3>
 		<p>
 		<p>
-			How many values make up each item.
+			队列中每个矢量有多少个元素构成。
 		</p>
 		</p>
 
 
 		<h3>[property:Integer offset]</h3>
 		<h3>[property:Integer offset]</h3>
 		<p>
 		<p>
-			The offset in the underlying array buffer where an item starts.
+			缓存队列中每个元素的起始位置的偏移量。
 		</p>
 		</p>
 
 
 		<h3>[property:Boolean normalized]</h3>
 		<h3>[property:Boolean normalized]</h3>
 		<p>
 		<p>
-			Default is *true*.
+			默认值为 *true*。
 		</p>
 		</p>
 
 
 		<h3>[property:Boolean isInterleavedBufferAttribute]</h3>
 		<h3>[property:Boolean isInterleavedBufferAttribute]</h3>
 		<p>
 		<p>
-			Default is *true*.
+			默认值为 *true*。
 		</p>
 		</p>
 
 
-		<h2>Methods</h2>
+		<h2>方法</h2>
 
 
 		<h3>[method:Number getX]( [param:Integer index] ) </h3>
 		<h3>[method:Number getX]( [param:Integer index] ) </h3>
-		<p>Returns the x component of the item at the given index.</p>
+		<p>返回给定索引矢量的第一个元素 (X 值)。</p>
 
 
 		<h3>[method:Number getY]( [param:Integer index] ) </h3>
 		<h3>[method:Number getY]( [param:Integer index] ) </h3>
-		<p>Returns the y component of the item at the given index.</p>
+		<p>返回给定索引矢量的第二个元素 (Y 值)。</p>
 
 
 		<h3>[method:Number getZ]( [param:Integer index] ) </h3>
 		<h3>[method:Number getZ]( [param:Integer index] ) </h3>
-		<p>Returns the z component of the item at the given index.</p>
+		<p>返回给定索引矢量的第三个元素 (Z 值)。</p>
 
 
 		<h3>[method:Number getW]( [param:Integer index] ) </h3>
 		<h3>[method:Number getW]( [param:Integer index] ) </h3>
-		<p>Returns the w component of the item at the given index.</p>
+		<p>返回给定索引矢量的第四个元素 (W 值)。</p>
 
 
 		<h3>[method:null setX]( [param:Integer index], [param:Float x] ) </h3>
 		<h3>[method:null setX]( [param:Integer index], [param:Float x] ) </h3>
-		<p>Sets the x component of the item at the given index.</p>
+		<p>通过给定参数,设置指定索引矢量的第一个元素 (X 值)。</p>
 
 
 		<h3>[method:null setY]( [param:Integer index], [param:Float y] ) </h3>
 		<h3>[method:null setY]( [param:Integer index], [param:Float y] ) </h3>
-		<p>Sets the y component of the item at the given index.</p>
+		<p>通过给定参数,设置指定索引矢量的第二个元素 (Y 值)。</p>
 
 
 		<h3>[method:null setZ]( [param:Integer index], [param:Float z] ) </h3>
 		<h3>[method:null setZ]( [param:Integer index], [param:Float z] ) </h3>
-		<p>Sets the z component of the item at the given index.</p>
+		<p>通过给定参数,设置指定索引矢量的第三个元素 (Z 值)。</p>
 
 
 		<h3>[method:null setW]( [param:Integer index], [param:Float w] ) </h3>
 		<h3>[method:null setW]( [param:Integer index], [param:Float w] ) </h3>
-		<p>Sets the w component of the item at the given index.</p>
+		<p>通过给定参数,设置指定索引矢量的第四个元素 (W 值)。</p>
 
 
 		<h3>[method:null setXY]( [param:Integer index], [param:Float x], [param:Float y] ) </h3>
 		<h3>[method:null setXY]( [param:Integer index], [param:Float x], [param:Float y] ) </h3>
-		<p>Sets the x and y components of the item at the given index.</p>
+		<p>通过给定参数,设置指定索引矢量的第一、二个元素 (X 和 Y 值)。</p>
 
 
 		<h3>[method:null setXYZ]( [param:Integer index], [param:Float x], [param:Float y], [param:Float z] ) </h3>
 		<h3>[method:null setXYZ]( [param:Integer index], [param:Float x], [param:Float y], [param:Float z] ) </h3>
-		<p>Sets the x, y and z components of the item at the given index.</p>
+		<p>通过给定参数,设置指定索引矢量的第一、二、三个元素 (X Y 和 Z 值)。</p>
 
 
 		<h3>[method:null setXYZW]( [param:Integer index], [param:Float x], [param:Float y], [param:Float z], [param:Float w] ) </h3>
 		<h3>[method:null setXYZW]( [param:Integer index], [param:Float x], [param:Float y], [param:Float z], [param:Float w] ) </h3>
-		<p>Sets the x, y, z and w components of the item at the given index.</p>
+		<p>通过给定参数,设置指定索引矢量的第一、二、三、四个元素 (X Y Z 和 W 值)。</p>
 
 
-
-
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>
 	</body>

+ 22 - 22
docs/api/zh/core/Layers.html

@@ -11,71 +11,71 @@
 		<h1>[name]</h1>
 		<h1>[name]</h1>
 
 
 		<p class="desc">
 		<p class="desc">
-			A [page:Layers] object assigns an [page:Object3D] to 1 or more of 32 layers numbered 0 to 31
-			- internally the layers are stored as a [link:https://en.wikipedia.org/wiki/Mask_(computing) bit mask], and by default all
-			Object3Ds are a member of layer 0.<br /><br />
+			[page:Layers] 对象为 [page:Object3D] 分配 1个到 32 个图层。32个图层从 0 到 31 编号标记。
+			在内部实现上,每个图层对象被存储为一个 [link:https://en.wikipedia.org/wiki/Mask_(computing) bit mask],
+			默认的,所有 [page:Object3D] 对象都存储在第 0 个图层上。<br /><br />
 
 
-			This can be used to control visibility - an object must share a layer with a [page:Camera camera] to be visible when that camera's
-			view is renderered.<br /><br />
+			图层对象可以用于控制对象的显示。当 [page:Camera camera] 的内容被渲染时与其共享图层相同的物体会被显示。每个对象都需要与一个
+			[page:Camera camera] 共享图层。<br /><br />
 
 
-			All classes that inherit from [page:Object3D] have an [page:Object3D.layers] property which is an instance of this class.
+			每个继承自 [page:Object3D] 的对象都有一个 [page:Object3D.layers] 对象。
 		</p>
 		</p>
 
 
 
 
-		<h2>Constructor</h2>
+		<h2>构造函数</h2>
 
 
 
 
 		<h3>[name]()</h3>
 		<h3>[name]()</h3>
 		<p>
 		<p>
-			Create a new Layers object, with membership initially set to layer 0.
+			创建一个新的图层对象,该对象默认与第 0 图层关联。
 		</p>
 		</p>
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 
 		<h3>[property:Integer mask]</h3>
 		<h3>[property:Integer mask]</h3>
 		<p>
 		<p>
-			A bit mask storing which of the 32 layers this layers object is currently a member of.
+			用 bit mask 表示当前图层对象与 0 - 31 中的哪些图层相对应。所属层所对应的比特位为 1,其他位位 0。
 		</p>
 		</p>
 
 
 
 
-		<h2>Methods</h2>
+		<h2>方法</h2>
 
 
 		<h3>[method:null disable]( [param:Integer layer] )</h3>
 		<h3>[method:null disable]( [param:Integer layer] )</h3>
 		<p>
 		<p>
-			layer - an integer from 0 to 31.<br /><br />
+			layer - 一个 0 - 31 的整数。<br /><br />
 
 
-			Remove membership of this *layer*.
+			删除图层对象与参数指定图层的对应关系。
 		</p>
 		</p>
 
 
 		<h3>[method:null enable]( [param:Integer layer] )</h3>
 		<h3>[method:null enable]( [param:Integer layer] )</h3>
 		<p>
 		<p>
-			layer - an integer from 0 to 31.<br /><br />
+			layer - 一个 0 - 31 的整数。<br /><br />
 
 
-			Add membership of this *layer*.
+			增加图层对象与参数指定图层的对应关系。
 		</p>
 		</p>
 
 
 		<h3>[method:null set]( [param:Integer layer] )</h3>
 		<h3>[method:null set]( [param:Integer layer] )</h3>
 		<p>
 		<p>
-			layer - an integer from 0 to 31.<br /><br />
+			layer - 一个 0 - 31 的整数。<br /><br />
 
 
-			Set membership to *layer*, and remove membership all other layers.
+			删除图层对象已有的所有对应关系,增加与参数指定的图层的对应关系。
 		</p>
 		</p>
 
 
 		<h3>[method:Boolean test]( [param:Layers layers] )</h3>
 		<h3>[method:Boolean test]( [param:Layers layers] )</h3>
 		<p>
 		<p>
-			layers - a Layers object<br /><br />
+			layers - 一个图层对象。<br /><br />
 
 
-			Returns true if this and the passed *layers* object are members of the same set of layers.
+			如果传入图层对象与当前对象属于相同的一组图层,则返回 true,否则返回 false。
 		</p>
 		</p>
 
 
 		<h3>[method:null toggle]( [param:Integer layer] )</h3>
 		<h3>[method:null toggle]( [param:Integer layer] )</h3>
 		<p>
 		<p>
-			layer - an integer from 0 to 31.<br /><br />
+			layer - 一个 0 - 31 的整数。<br /><br />
 
 
-			Toggle membership of *layer*.
+			根据参数切换对象所属图层。
 		</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>

+ 362 - 386
docs/api/zh/core/Object3D.html

@@ -1,438 +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">
-			This is the base class for most objects in three.js and provides a set of properties and methods
-			for manipulating objects in 3D space.<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>
 
 
-			Note that this can be used for grouping objects via the [page:.add]( object ) method
-			which adds the object as a child, however it is better to use [page:Group] for this.
-		</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>Constructor</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>
-		The constructor takes no arguments.
-		</p>
+	<h2>构造器</h2>
 
 
 
 
-		<h2>Properties</h2>
+	<h3>[name]()</h3>
+	<p>
+		构造器中不带有参数。
+	</p>
 
 
-		<h3>[property:Boolean castShadow]</h3>
-		<p>Whether the object gets rendered into shadow map. Default is *false*.</p>
 
 
-		<h3>[property:Object3D children]</h3>
-		<p>Array with object's children. See [page:Group] for info on manually grouping objects.</p>
-
-		<h3>[property:Boolean frustumCulled]</h3>
-		<p>
-		When this is set, it checks every frame if the object is in the frustum of the camera before rendering the object.
-		Otherwise the object gets rendered every frame even if it isn't visible. Default is *true*.
-		</p>
-
-		<h3>[property:Integer id]</h3>
-		<p>readonly – Unique number for this object instance.</p>
-
-		<h3>[property:Boolean isObject3D]</h3>
-		<p>
-			Used to check whether this or derived classes are Object3Ds. Default is *true*.<br /><br />
-
-			You should not change this, as it is used internally for optimisation.
-		</p>
-
-		<h3>[property:Layers layers]</h3>
-		<p>
-		The layer membership of the object. The object is only visible if it has at least one
-		layer in common with the [page:Camera] in use.
-		</p>
-
-		<h3>[property:Matrix4 matrix]</h3>
-		<p>The local transform matrix.</p>
+	<h2>属性</h2>
 
 
-		<h3>[property:Boolean matrixAutoUpdate]</h3>
-		<p>
-		When this is set, it calculates the matrix of position, (rotation or quaternion) and
-		scale every frame and also recalculates the matrixWorld property. Default is [page:Object3D.DefaultMatrixAutoUpdate] (true).
-		</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:Matrix4 matrixWorld]</h3>
-		<p>
-		The global transform of the object. If the Object3D has no parent, then it's identical to
-		the local transform [page:.matrix].
-		</p>
-
-		<h3>[property:Boolean matrixWorldNeedsUpdate]</h3>
-		<p>
-		When this is set, it calculates the matrixWorld in that frame and resets this property
-		 to false. Default is *false*.
-		</p>
-
-		<h3>[property:Matrix4 modelViewMatrix]</h3>
-		<p>This is passed to the shader and used to calculate the position of the object.</p>
-
-		<h3>[property:String name]</h3>
-		<p>Optional name of the object (doesn't need to be unique). Default is an empty string.</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:Matrix3 normalMatrix]</h3>
-		<p>
-		This is passed to the shader and used to calculate lighting for the object. It is the transpose of the inverse of the upper left 3x3 sub-matrix of this object's modelViewMatrix.<br /><br />
+	<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>
 
 
-		The reason for this special matrix is that simply using the modelViewMatrix could result in a non-unit length of normals (on scaling) or in a non-perpendicular direction (on non-uniform scaling).<br /><br />
+	<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>
 
 
-		On the other hand the translation part of the modelViewMatrix is not relevant for the calculation of normals. Thus a Matrix3 is sufficient.
-		</p>
+	<h3>[property:Matrix4 matrix]</h3>
+	<p>局部变换矩阵。</p>
 
 
-		<h3>[property:function onAfterRender]</h3>
-		<p>
-		An optional callback that is executed immediately after the Object3D is rendered.
-		This function is called with the following parameters: renderer, scene, camera, geometry,
-		material, group.
-		</p>
+	<h3>[property: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:function onBeforeRender]</h3>
-		<p>
-		An optional callback that is executed immediately before the Object3D is rendered.
-		This function is called with the following parameters: renderer, scene, camera, geometry,
-		material, group.
-		</p>
+	<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>[property:Object3D parent]</h3>
-		<p>Object's parent in the [link:https://en.wikipedia.org/wiki/Scene_graph scene graph]. An object can have at most
-		one parent.</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>[property:Vector3 position]</h3>
-		<p>A [page:Vector3] representing the object's local position. Default is (0, 0, 0).</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>[property:Quaternion quaternion]</h3>
-		<p>Object's local rotation as a [page:Quaternion Quaternion].</p>
+	<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>
 
 
-		<h3>[property:Boolean receiveShadow]</h3>
-		<p>Whether the material receives shadows. Default is *false*.</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>[property:Number renderOrder]</h3>
-		<p>
-		This value allows the default rendering order of [link:https://en.wikipedia.org/wiki/Scene_graph scene graph]
-		objects to be overridden although opaque and transparent objects remain sorted independently.
-		Sorting is from lowest to highest renderOrder. Default value is *0*.
-		</p>
+	<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>
 
 
-		<h3>[property:Euler rotation]</h3>
-		<p>
-		Object's local rotation (see [link:https://en.wikipedia.org/wiki/Euler_angles Euler angles]), in radians.
-		</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>[property:Vector3 scale]</h3>
-		<p>
-		The object's local scale. Default is [page:Vector3]( 1, 1, 1 ).
-		</p>
-
-		<h3>[property:Vector3 up]</h3>
-		<p>
-		This is used by the [page:.lookAt lookAt] method, for example, to determine the orientation of the result.<br />
-		Default is [page:Object3D.DefaultUp] - that is, ( 0, 1, 0 ).
-		</p>
+	<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>
 
 
-		<h3>[property:object userData]</h3>
-		<p>
-		An object that can be used to store custom data about the Object3D. It should not hold
-		references to functions as these will not be cloned.
-		</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>[property:String uuid]</h3>
-		<p>
-		[link:http://en.wikipedia.org/wiki/Universally_unique_identifier UUID] of this object instance.
-		This gets automatically assigned, so this shouldn't be edited.
-		</p>
+	<h3>[property:Quaternion quaternion]</h3>
+	<p>表示对象局部旋转的[page:Quaternion Quaternion](四元数)。</p>
 
 
-		<h3>[property:Boolean visible]</h3>
-		<p>Object gets rendered if *true*. Default is *true*.</p>
+	<h3>[property:Boolean receiveShadow]</h3>
+	<p>材质是否接收阴影。默认值为*false*。</p>
 
 
+	<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>
 
 
+	<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: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>
 
 
-		<h2>Static Properties</h2>
-		<p>
-			Static properties and methods are defined per class rather than per instance of that class.
-			This means that changing [page:Object3D.DefaultUp] or [page:Object3D.DefaultMatrixAutoUpdate]
-			will change the values of [page:.up up] and [page:.matrixAutoUpdate matrixAutoUpdate] for
-			<em>every</em>	instance of Object3D (or derived classes)	created after the change has
-			been made (already created Object3Ds will not be affected).
-		</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>[property:Vector3 DefaultUp]</h3>
-		<p>
-			The default [page:.up up] direction for objects, also used as the default position for [page:DirectionalLight],
-			[page:HemisphereLight] and [page:Spotlight] (which creates lights shining from the top down).<br />
-			Set to ( 0, 1, 0 ) by default.
-		</p>
+	<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>
 
 
-		<h3>[property:Vector3 DefaultMatrixAutoUpdate]</h3>
-		<p>
-			The default setting for [page:.matrixAutoUpdate matrixAutoUpdate] for newly created Object3Ds.<br />
 
 
-		</p>
-
-
-		<h2>Methods</h2>
-
-		<h3>[page:EventDispatcher EventDispatcher] methods are available on this class.</h3>
-
-		<h3>[method:null add]( [param:Object3D object], ... )</h3>
-		<p>
-		Adds *object* as child of this object. An arbitrary number of objects may be added. Any current parent on an
-		object passed in here will be removed, since an object can have at most one parent.<br /><br />
-
-		See [page:Group] for info on manually grouping objects.
-		</p>
-
-		<h3>[method:null applyMatrix]( [param:Matrix4 matrix] )</h3>
-		<p>Applies the matrix transform to the object and updates the object's position, rotation and scale.</p>
-
-		<h3>[method:Object3D applyQuaternion]( [param:Quaternion quaternion] )</h3>
-		<p>Applies the rotation represented by the quaternion to the object.</p>
-
-		<h3>[method:Object3D clone]( [param:Boolean recursive] )</h3>
-		<p>
-		recursive -- if true, descendants of the object are also cloned. Default is true.<br /><br />
-
-		Returns a clone of this object and optionally all descendants.
-		</p>
-
-		<h3>[method:this copy]( [param:Object3D object], [param:Boolean recursive] )</h3>
-		<p>
-		recursive -- if true, descendants of the object are also copied. Default is true.<br /><br />
-
-		Copy the given object into this object.
-		</p>
-
-		<h3>[method:Object3D getObjectById]( [param:Integer id] )</h3>
-		<p>
-		id -- Unique number of the object instance<br /><br />
-
-		Searches through the object's children and returns the first with a matching id.<br />
-		Note that ids are assigned in chronological order: 1, 2, 3, ..., incrementing by one for each new object.
-		</p>
-
-		<h3>[method:Object3D getObjectByName]( [param:String name] )</h3>
-		<p>
-		name -- String to match to the children's Object3D.name property. <br /><br />
-
-		Searches through the object's children and returns the first with a matching name.<br />
-		Note that for most objects the name is an empty string by default. You will
-		have to set it manually to make use of this method.
-		</p>
-
-		<h3>[method:Object3D getObjectByProperty]( [param:String name], [param:Float value] )</h3>
-		<p>
-		name -- the property name to search for. <br />
-		value -- value of the given property. <br /><br />
-
-		Searches through the object's children and returns the first with a property that matches the value given.
-		</p>
-
-		<h3>[method:Vector3 getWorldPosition]( [param:Vector3 target] )</h3>
-		<p>
-		[page:Vector3 target] — the result will be copied into this Vector3. <br /><br />
-
-		Returns a vector representing the position of the object in world space.
-		</p>
-
-		<h3>[method:Quaternion getWorldQuaternion]( [param:Quaternion target] )</h3>
-		<p>
-		[page:Quaternion target] — the result will be copied into this Quaternion. <br /><br />
-
-		Returns a quaternion representing the rotation of the object in world space.
-		</p>
-
-		<h3>[method:Vector3 getWorldScale]( [param:Vector3 target] )</h3>
-		<p>
-		[page:Vector3 target] — the result will be copied into this Vector3. <br /><br />
-
-		Returns a vector of the scaling factors applied to the object for each axis in world space.
-		</p>
-
-		<h3>[method:Vector3 getWorldDirection]( [param:Vector3 target] )</h3>
-		<p>
-		[page:Vector3 target] — the result will be copied into this Vector3. <br /><br />
-
-		Returns a vector representing the direction of object's positive z-axis in world space.
-		</p>
-
-
-		<h3>[method:Vector3 localToWorld]( [param:Vector3 vector] )</h3>
-		<p>
-		vector - A vector representing a position in local (object) space.<br /><br />
-
-		Converts the vector from local space to world space.
-		</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 - A vector representing a position in world space.<br /><br />
-		Optionally, the [page:.x x], [page:.y y] and [page:.z z] components of the world space position.<br /><br />
-
-		Rotates the object to face a point in world space.<br /><br />
-
-		This method does not support objects with rotated and/or translated parent(s).
-		</p>
-
-		<h3>[method:Array raycast]( [param:Raycaster raycaster], [param:Array intersects] )</h3>
-		<p>
-		Abstract (empty) method to get intersections between a casted ray and this object.
-		Subclasses such as [page:Mesh], [page:Line], and [page:Points] implement this method in order
-		to use raycasting.
-		</p>
-
-		<h3>[method:null remove]( [param:Object3D object], ... )</h3>
-		<p>
-		Removes *object* as child of this object. An arbitrary number of objects may be removed.
-		</p>
-
-		<h3>[method:this rotateOnAxis]( [param:Vector3 axis], [param:Float angle] )</h3>
-		<p>
-		axis -- A normalized vector in object space. <br />
-		angle -- The angle in radians.<br /><br />
-
-		Rotate an object along an axis in object space. The axis is assumed to be normalized.
-		</p>
-
-		<h3>[method:this rotateOnWorldAxis]( [param:Vector3 axis], [param:Float angle] )</h3>
-		<p>
-		axis -- A normalized vector in world space. <br />
-		angle -- The angle in radians.<br /><br />
-
-		Rotate an object along an axis in world space. The axis is assumed to be normalized.
-		Method Assumes no rotated parent.
-		</p>
-
-		<h3>[method:this rotateX]( [param:Float rad] )</h3>
-		<p>
-		rad - the angle to rotate in radians.<br /><br />
-
-		Rotates the object around x axis in local space.
-		</p>
-
-		<h3>[method:this rotateY]( [param:Float rad] )</h3>
-		<p>
-		rad - the angle to rotate in radians.<br /><br />
-
-		Rotates the object around y axis in local space.
-		</p>
-
-		<h3>[method:this rotateZ]( [param:Float rad] )</h3>
-		<p>
-		rad - the angle to rotate in radians.<br /><br />
-
-		Rotates the object around z axis in local space.
-		</p>
-
-		<h3>[method:null setRotationFromAxisAngle]( [param:Vector3 axis], [param:Float angle] )</h3>
-		<p>
-			axis -- A normalized vector in object space. <br />
-			angle -- angle in radians<br /><br />
-
-			Calls [page:Quaternion.setFromAxisAngle setFromAxisAngle]( [page:Float axis], [page:Float angle] )
-			on the [page:.quaternion].
-		</p>
-
-		<h3>[method:null setRotationFromEuler]( [param:Euler euler] )</h3>
-		<p>
-			euler -- Euler angle specifying rotation amount.<br />
-
-			Calls [page:Quaternion.setRotationFromEuler setRotationFromEuler]( [page:Euler euler])
-			on the [page:.quaternion].
-		</p>
-
-		<h3>[method:null setRotationFromMatrix]( [param:Matrix4 m] )</h3>
-		<p>
-			m -- rotate the quaternion by the rotation component of the matrix.<br />
-
-			Calls [page:Quaternion.setFromRotationMatrix setFromRotationMatrix]( [page:Matrix4 m])
-			on the [page:.quaternion].<br /><br />
-
-			Note that this assumes that the upper 3x3 of m is a pure rotation matrix (i.e, unscaled).
-		</p>
-
-		<h3>[method:null setRotationFromQuaternion]( [param:Quaternion q] )</h3>
-		<p>
-			q -- normalized Quaternion.<br /><br />
-
-			Copy the given quaternion into [page:.quaternion].
-		</p>
-
-		<h3>[method:null toJSON]( [param:Quaternion q] )</h3>
-		<p>
-			Convert the object to JSON format.
-		</p>
-
-		<h3>[method:this translateOnAxis]( [param:Vector3 axis], [param:Float distance] )</h3>
-		<p>
-		axis -- A normalized vector in object space.<br />
-		distance -- The distance to translate.<br /><br />
-
-		Translate an object by distance along an axis in object space. The axis is assumed to be normalized.
-		</p>
-
-		<h3>[method:this translateX]( [param:Float distance] )</h3>
-		<p>Translates object along x axis in object space by *distance* units.</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>Translates object along y axis in object space by *distance* units.</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>Translates object along z axis in object space by *distance* units.</p>
+	<h3>[method:null traverse]( [param:Function callback] )</h3>
+	<p>
 
 
-		<h3>[method:null traverse]( [param:Function callback] )</h3>
-		<p>
-		callback - A function with as first argument an object3D object.<br /><br />
+		callback - 以一个object3D对象作为第一个参数的函数。
+		<br /><br />
 
 
-		Executes the callback on this object and all descendants.
-		</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 - A function with as first argument an object3D object.<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 />
 
 
-		Like traverse, but the callback will only be executed for visible objects.
-		Descendants of invisible objects are not traversed.
-		</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 - A function with as first argument an object3D object.<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 />
 
 
-		Executes the callback on all ancestors.
-		</p>
+		在所有的祖先中执行回调函数。
+	</p>
 
 
-		<h3>[method:null updateMatrix]()</h3>
-		<p>Update the local transform.</p>
+	<h3>[method:null updateMatrix]()</h3>
+	<p>更新局部变换。</p>
 
 
-		<h3>[method:null updateMatrixWorld]( [param:Boolean force] )</h3>
-		<p>Update the global transform of the object and its children.</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 - A world vector.<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>
 
 
-		Updates the vector from world space to local space.
-		</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>

+ 54 - 51
docs/api/zh/core/Raycaster.html

@@ -8,23 +8,21 @@
 		<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">
-		This class is designed to assist with [link:https://en.wikipedia.org/wiki/Ray_casting raycasting].
-		Raycasting is used for mouse picking (working out what objects in the 3d space the mouse is over) amongst
-		other things.
+			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>Example</h2>
+		<h2>示例</h2>
 		<code>
 		<code>
 		var raycaster = new THREE.Raycaster();
 		var raycaster = new THREE.Raycaster();
 		var mouse = new THREE.Vector2();
 		var mouse = new THREE.Vector2();
 
 
 		function onMouseMove( event ) {
 		function onMouseMove( event ) {
 
 
-			// calculate mouse position in normalized device coordinates
-			// (-1 to +1) for both components
+			// 将鼠标位置归一化为设备坐标。x 和 y 方向的取值范围是 (-1 to +1)
 
 
 			mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
 			mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
 			mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
 			mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
@@ -33,10 +31,10 @@
 
 
 		function render() {
 		function render() {
 
 
-			// update the picking ray with the camera and mouse position
+			// 通过摄像机和鼠标位置更新射线
 			raycaster.setFromCamera( mouse, camera );
 			raycaster.setFromCamera( mouse, camera );
 
 
-			// calculate objects intersecting the picking ray
+			// 计算物体和射线的焦点
 			var intersects = raycaster.intersectObjects( scene.children );
 			var intersects = raycaster.intersectObjects( scene.children );
 
 
 			for ( var i = 0; i < intersects.length; i++ ) {
 			for ( var i = 0; i < intersects.length; i++ ) {
@@ -55,7 +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 />
@@ -71,44 +69,44 @@
 		</p>
 		</p>
 
 
 
 
-		<h2>Constructor</h2>
+		<h2>构造器</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>
-		This creates a new raycaster object.<br />
+			这将创建一个新的raycaster对象。<br />
+
 		</p>
 		</p>
 
 
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 
 		<h3>[property:float far]</h3>
 		<h3>[property:float far]</h3>
 		<p>
 		<p>
-		The far factor of the raycaster. This value indicates which objects can be discarded based on the distance.
-		This value shouldn't be negative and should be larger than the near property.
+			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>
-		The precision factor of the raycaster when intersecting [page:Line] objects.
+
+			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>
-		The near factor of the raycaster. This value indicates which objects can be discarded based on the distance.
-		This value shouldn't be negative and should be smaller than the far property.
+			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>
-		An object with the following properties:
-
-			<code>
+			具有以下属性的物体:<code>
 {
 {
 	Mesh: {},
 	Mesh: {},
 	Line: {},
 	Line: {},
@@ -121,68 +119,73 @@
 		</p>
 		</p>
 
 
 		<h3>[property:Ray ray]</h3>
 		<h3>[property:Ray ray]</h3>
-		<p>The [Page:Ray] used for the raycasting.</p>
+		<p>用于进行光线投射的[Page:Ray](射线)。</p>
 
 
 
 
-		<h2>Methods</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] — The origin vector where the ray casts from.<br />
-		[page:Vector3 direction] — The normalized direction vector that gives direction to the ray.
+		[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>
-		Updates the ray with a new origin and direction.
+			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] — 2D coordinates of the mouse, in normalized device coordinates (NDC)---X and Y components should be between -1 and 1.<br />
-		[page:Camera camera] — camera from which the ray should originate
+		[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>
-		Updates the ray with a new origin and direction.
+			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] — 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: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: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>
-		Checks all intersection between the ray and the object with or without the descendants. Intersections are returned sorted by distance, closest first. An array of intersections is returned...
+			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] – distance between the origin of the ray and the intersection<br />
-			[page:Vector3 point] – point of intersection, in world coordinates<br />
-			[page:Face3 face] – intersected face<br />
-			[page:Integer faceIndex] – index of the intersected face<br />
-			[page:Object3D object] – the intersected object<br />
-			[page:Vector2 uv] - U,V coordinates at point of intersection
+			[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* delegates to the [page:Object3D.raycast raycast] method of the passed object, when evaluating whether the ray intersects the object or not. This allows [page:Mesh meshes] to respond differently to ray casting than [page:Line lines] and [page:Points pointclouds].
+			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* that for meshes, faces must be pointed towards the origin of the [page:.ray ray] in order to be detected; intersections of the ray passing through the back of a face will not be detected. To raycast against both faces of an object, you'll want to set the [page:Mesh.material material]'s [page:Material.side side] property to *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] — 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: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 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>
-		Checks all intersection between the ray and the objects with or without the descendants. Intersections are returned sorted by distance, closest first. Intersections are of the same form as those returned by [page:.intersectObject].
+			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>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>

+ 25 - 25
docs/api/zh/core/Uniform.html

@@ -10,11 +10,12 @@
 	<body>
 	<body>
 		<h1>[name]</h1>
 		<h1>[name]</h1>
 
 
-		<p class="desc">Uniforms are global [link:https://www.opengl.org/documentation/glsl/ GLSL] variables. They are passed to shader programs.
+		<p class="desc">Uniforms 是 [link:https://www.opengl.org/documentation/glsl/ GLSL] 着色器中的全局变量。
 		</p>
 		</p>
 
 
-		<h3>Example</h3>
+		<h3>示例</h3>
 		<p>
 		<p>
+			在声明一个 [page:ShaderMaterial] 的 Uniform 变量时,该变量被值或对象声明。
 		When declaring a uniform of a [page:ShaderMaterial], it is declared by value or by object.
 		When declaring a uniform of a [page:ShaderMaterial], it is declared by value or by object.
 		</p>
 		</p>
 		<code>
 		<code>
@@ -24,24 +25,21 @@
 		}
 		}
 		</code>
 		</code>
 
 
-		<h3>Uniform types</h3>
+		<h3>Uniform 种类</h3>
 
 
 		<p>
 		<p>
-		Each uniform must have a *value* property. The type of the value must correspond to the
-		type of the uniform variable in the GLSL code as specified for the primitive GLSL types
-		in the table below. Uniform structures and arrays are also supported. GLSL arrays of primitive
-		type must either be specified as an array of the corresponding THREE objects or as a flat
-		array containing the data of all the objects. In other words; GLSL primitives in arrays
-		must not be represented by arrays. This rule does not apply transitively.
-		An array of *vec2* arrays, each with a length of five vectors, must be an array of arrays,
-		of either five [page:Vector2] objects or ten *number*s.
+			每个 Uniform 必须包括一个 *value* 属性。value 的类型必须和下表中 GLSL 的基本类型相对应。同样,Uniform 的结构体和队列
+			也是支持的。 GLSL基本类型队列必须要么被显示声明为一个 THREE 对象的队列,要么被声明为一个包含所有对象数据的队列。这就是说,
+			队列中的 GLSL 基础类型不能再是一个队列。举例,一个有 5 个 *vec2* 元素的队列,必须是一个包含 5 个 [page:Vector2] 的队列数组,
+			或包含 10 个 *number* 的队列。
+
 		</p>
 		</p>
 		<table>
 		<table>
-			<caption><a id="uniform-types">Uniform types</a></caption>
+			<caption><a id="uniform-types">Uniform 类型</a></caption>
 			<thead>
 			<thead>
 				<tr>
 				<tr>
-					<th>GLSL type</th>
-					<th>JavaScript type</th>
+					<th>GLSL 类型</th>
+					<th>JavaScript 类型</th>
 				</tr>
 				</tr>
 			</thead>
 			</thead>
 			<tbody>
 			<tbody>
@@ -179,34 +177,36 @@
 		</table>
 		</table>
 
 
 		<p>
 		<p>
-		(*) Same for an (innermost) array (dimension) of the same GLSL type, containing the components of all vectors or matrices in the array.
+
+		(*) 与最内层队列中 GSLS 的类型保持一致。包含队列中所有矢量的元素或矩阵中的元素。
 		</p>
 		</p>
 
 
-		<h2>Constructor</h2>
+		<h2>构造函数</h2>
 
 
 		<h3>[name]( [param:Object value] )</h3>
 		<h3>[name]( [param:Object value] )</h3>
 		<p>
 		<p>
-		value -- An object containing the value to set up the uniform. It's type must be one of the Uniform Types described above.
+		value -- 包含需要设置 Uniform 数据的对象。 数据类型必须是上述类型中的一种。
 		</p>
 		</p>
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 
 		<h3>[property:Object value]</h3>
 		<h3>[property:Object value]</h3>
 		<p>
 		<p>
-		Current value of the uniform.
+			当前 uniform 的值。
 		</p>
 		</p>
 
 
-		<h2>Methods</h2>
+		<h2>方法</h2>
 
 
 		<h3>[method:Uniform clone]()</h3>
 		<h3>[method:Uniform clone]()</h3>
 		<p>
 		<p>
-		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.
-		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.
+			返回该 Uniform 的克隆。<br />
+			如果 Uniform 的 value 属性是一个带 clone() 方法的 [page:Object],则克隆该对象时,value 的 clone() 方法也会被调用,否则克隆时只会使用赋值语句。
+			队列中的值会在该 Uniform 和 被克隆对象间共享。<br /><br />
+
+			该方法的使用示例详见 [example:webgldeferred_animation WebGL deferred animation]。
 		</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>

+ 7 - 7
docs/api/zh/core/bufferAttributeTypes/BufferAttributeTypes.html

@@ -13,7 +13,7 @@
 		<h1>BufferAttribute Types</h1>
 		<h1>BufferAttribute Types</h1>
 
 
 		<p class="desc">
 		<p class="desc">
-		There are nine types of [page:BufferAttribute] available in three.js. These correspond to the JavaScript
+		在 three.js 中一共有 9 种 [page:BufferAttribute]。每种和 JavaScript 中的类型相对应。
 		[link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/TypedArray#Syntax Typed Arrays].
 		[link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/TypedArray#Syntax Typed Arrays].
 		</p>
 		</p>
 
 
@@ -29,7 +29,7 @@
 		THREE.Int8BufferAttribute
 		THREE.Int8BufferAttribute
 		</code>
 		</code>
 
 
-		<h2>Constructor</h2>
+		<h2>构造函数</h2>
 
 
 		All of the above are called in the same way.
 		All of the above are called in the same way.
 		<h3>TypedBufferAttribute( [param:Array array], [param:Integer itemSize], [param:Boolean normalized] )</h3>
 		<h3>TypedBufferAttribute( [param:Array array], [param:Integer itemSize], [param:Boolean normalized] )</h3>
@@ -41,15 +41,15 @@
 			normalized -- (optional) indicates how the underlying data in the buffer maps to the values in the GLSL code.
 			normalized -- (optional) indicates how the underlying data in the buffer maps to the values in the GLSL code.
 		</p>
 		</p>
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 
-		See the [page:BufferAttribute] page for inherited properties.
+		继承属性详见 [page:BufferAttribute]。
 
 
-		<h2>Methods</h2>
+		<h2>方法</h2>
 
 
-		See the [page:BufferAttribute] page for inherited methods.
+		继承方法详见 [page:BufferAttribute]。
 
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/core/BufferAttribute.js src/core/BufferAttribute.js]
 		[link:https://github.com/mrdoob/three.js/blob/master/src/core/BufferAttribute.js src/core/BufferAttribute.js]
 	</body>
 	</body>

+ 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.
+			多面体是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>

+ 25 - 25
docs/api/zh/helpers/ArrowHelper.html

@@ -1,5 +1,5 @@
 <!DOCTYPE html>
 <!DOCTYPE html>
-<html lang="en">
+<html lang="zh">
 	<head>
 	<head>
 		<meta charset="utf-8" />
 		<meta charset="utf-8" />
 		<base href="../../../" />
 		<base href="../../../" />
@@ -12,10 +12,10 @@
 
 
 		<h1>[name]</h1>
 		<h1>[name]</h1>
 
 
-		<p class="desc">An 3D arrow object for visualizing directions.</p>
+		<p class="desc">用于模拟方向的3维箭头对象.</p>
 
 
 
 
-		<h2>Example</h2>
+		<h2>例子</h2>
 
 
 		<div>[example:webgl_geometries WebGL / geometries]</div>
 		<div>[example:webgl_geometries WebGL / geometries]</div>
 		<div>[example:webgl_geometry_normals WebGL / geometry / normals]</div>
 		<div>[example:webgl_geometry_normals WebGL / geometry / normals]</div>
@@ -37,61 +37,61 @@
 
 
 
 
 
 
-		<h2>Constructor</h2>
+		<h2>构造函数</h2>
 
 
 
 
 		<h3>[name]([param:Vector3 dir], [param:Vector3 origin], [param:Number length], [param:Number hex], [param:Number headLength], [param:Number headWidth] )</h3>
 		<h3>[name]([param:Vector3 dir], [param:Vector3 origin], [param:Number length], [param:Number hex], [param:Number headLength], [param:Number headWidth] )</h3>
 		<p>
 		<p>
-		[page:Vector3 dir] -- direction from origin. Must be a unit vector. <br />
-		[page:Vector3 origin] -- Point at which the arrow starts.<br />
-		[page:Number length] -- length of the arrow. Default is *1*.<br />
-		[page:Number hex] -- hexadecimal value to define color. Default is 0xffff00.<br />
-		[page:Number headLength] -- The length of the head of the arrow. Default is 0.2 * length.<br />
-		[page:Number headWidth] -- The length of the width of the arrow. Default is 0.2 * headLength.
+		[page:Vector3 dir] -- 基于箭头原点的方向. 必须为单位向量. <br />
+		[page:Vector3 origin] -- 箭头的原点.<br />
+		[page:Number length] -- 箭头的长度. 默认为 *1*.<br />
+		[page:Number hex] -- 定义的16进制颜色值. 默认为 0xffff00.<br />
+		[page:Number headLength] -- 箭头头部(锥体)的长度. 默认为箭头长度的0.2倍(0.2 * length).<br />
+		[page:Number headWidth] -- 箭头的宽度. 默认为箭头头部(锥体)长度的0.2倍(0.2 * headLength).
 		</p>
 		</p>
 
 
-		<h2>Properties</h2>
-		<p>See the base [page:Object3D] class for common properties.</p>
+		<h2>属性</h2>
+		<p>请到基类 [page:Object3D] 页面查看公共属性.</p>
 
 
 
 
 		<h3>[property:Line line]</h3>
 		<h3>[property:Line line]</h3>
-		<p>Contains the line part of the arrowHelper.</p>
+		<p>包含箭头辅助对象的线段部分.</p>
 
 
 		<h3>[property:Mesh cone]</h3>
 		<h3>[property:Mesh cone]</h3>
-		<p>Contains the cone part of the arrowHelper.</p>
+		<p>包含箭头辅助对象的锥体部分.</p>
 
 
 
 
 
 
 
 
-		<h2>Methods</h2>
-		<p>See the base [page:Object3D] class for common methods.</p>
+		<h2>方法</h2>
+		<p>请到基类 [page:Object3D] 页面查看公共方法.</p>
 
 
 
 
 
 
 		<h3>[method:null setColor]([param:Number hex])</h3>
 		<h3>[method:null setColor]([param:Number hex])</h3>
 		<p>
 		<p>
-		hex -- The hexadecimal value of the color.<br /><br />
+		hex -- 16进制颜色值.<br /><br />
 
 
-		Sets the color of the arrowHelper.
+		设置箭头辅助对象的颜色.
 		</p>
 		</p>
 
 
 		<h3>[method:null setLength]([param:Number length], [param:Number headLength], [param:Number headWidth])</h3>
 		<h3>[method:null setLength]([param:Number length], [param:Number headLength], [param:Number headWidth])</h3>
 		<p>
 		<p>
-		length -- The desired length.<br />
-		headLength -- The length of the head of the arrow.<br />
-		headWidth -- The length of the width of the arrow.<br /><br />
+		length -- 要设置的长度.<br />
+		headLength -- 要设置的箭头头部(锥体)的长度.<br />
+		headWidth -- 要设置的箭头的宽度.<br /><br />
 
 
-		Sets the length of the arrowhelper.
+		设置箭头辅助对象的长度.
 		</p>
 		</p>
 
 
 		<h3>[method:null setDirection]([param:Vector3 dir])</h3>
 		<h3>[method:null setDirection]([param:Vector3 dir])</h3>
 		<p>
 		<p>
-		dir -- The desired direction. Must be a unit vector.<br /><br />
+		dir -- 要设置的方向. 必须为单位向量.<br /><br />
 
 
-		Sets the direction of the arrowhelper.
+		设置箭头辅助对象的方向.
 		</p>
 		</p>
 
 
-		<h2>Source</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 - 11
docs/api/zh/helpers/AxesHelper.html

@@ -1,5 +1,5 @@
 <!DOCTYPE html>
 <!DOCTYPE html>
-<html lang="en">
+<html lang="zh">
 	<head>
 	<head>
 		<meta charset="utf-8" />
 		<meta charset="utf-8" />
 		<base href="../../../" />
 		<base href="../../../" />
@@ -12,11 +12,11 @@
 
 
 		<h1>[name]</h1>
 		<h1>[name]</h1>
 
 
-		<p class="desc">An axis object to visualize the 3 axes in a simple way. <br />
-			The X axis is red. The Y axis is green. The Z axis is blue.</p>
+		<p class="desc">用于简单模拟3个坐标轴的对象. <br />
+			红色代表 X 轴. 绿色代表 Y 轴. 蓝色代表 Z 轴.</p>
 
 
 
 
-		<h2>Example</h2>
+		<h2>例子</h2>
 
 
 		<div>[example:webgl_geometries WebGL / geometries]</div>
 		<div>[example:webgl_geometries WebGL / geometries]</div>
 		<div>[example:webgl_geometries2 WebGL / geometries2]</div>
 		<div>[example:webgl_geometries2 WebGL / geometries2]</div>
@@ -30,21 +30,21 @@ var axesHelper = new THREE.AxesHelper( 5 );
 scene.add( axesHelper );
 scene.add( axesHelper );
     </code>
     </code>
 
 
-		<h2>Constructor</h2>
+		<h2>构造函数</h2>
 
 
 
 
 		<h3>[name]( [param:Number size] )</h3>
 		<h3>[name]( [param:Number size] )</h3>
 		<p>
 		<p>
-		[page:Number size] -- (optional) size of the lines representing the axes. Default is *1*.
+		[page:Number size] -- (可选的) 表示代表轴的线段长度. 默认为 *1*.
 		</p>
 		</p>
 
 
-		<h2>Properties</h2>
-		<p>See the base [page:LineSegments] class for common properties.</p>
+		<h2>属性</h2>
+		<p>请到基类 [page:LineSegments] 页面查看公共属性.</p>
 
 
-		<h2>Methods</h2>
-		<p>See the base [page:LineSegments] class for common methods.</p>
+		<h2>方法</h2>
+		<p>请到基类 [page:LineSegments] 页面查看公共方法.</p>
 
 
-		<h2>Source</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>

+ 16 - 16
docs/api/zh/helpers/Box3Helper.html

@@ -1,5 +1,5 @@
 <!DOCTYPE html>
 <!DOCTYPE html>
-<html lang="en">
+<html lang="zh">
 	<head>
 	<head>
 		<meta charset="utf-8" />
 		<meta charset="utf-8" />
 		<base href="../../../" />
 		<base href="../../../" />
@@ -13,11 +13,11 @@
 		<h1>[name]</h1>
 		<h1>[name]</h1>
 
 
 		<p class="desc">
 		<p class="desc">
-			Helper object to visualize a [page:Box3].
+			模拟3维包围盒 [page:Box3] 的辅助对象.
 		</p>
 		</p>
 
 
 
 
-		<h2>Example</h2>
+		<h2>例子</h2>
 
 
 		<code>
 		<code>
 		var box = new THREE.Box3();
 		var box = new THREE.Box3();
@@ -28,36 +28,36 @@
 		</code>
 		</code>
 
 
 
 
-		<h2>Constructor</h2>
+		<h2>构造函数</h2>
 
 
 
 
 		<h3>[name]( [param:Box3 box], [param:Color color] )</h3>
 		<h3>[name]( [param:Box3 box], [param:Color color] )</h3>
 		<p>
 		<p>
-		[page:Box3 box]  -- the Box3 to show.<br />
-		[page:Color color] --  (optional) the box's color. Default is 0xffff00.<br /><br />
+		[page:Box3 box]  -- 被模拟的3维包围盒.<br />
+		[page:Color color] --  (可选的) 线框盒子的颜色. 默认为 0xffff00.<br /><br />
 
 
-		Creates a new wireframe box that represents the passed Box3.
+		创建一个新的线框盒子用以表示指定的3维包围盒.
 		</p>
 		</p>
 
 
-		<h2>Properties</h2>
-		<p>See the base [page:LineSegments] class for common properties.</p>
+		<h2>属性</h2>
+		<p>请到基类 [page:LineSegments] 页面查看公共属性.</p>
 
 
 		<h3>[property:Box3 box]</h3>
 		<h3>[property:Box3 box]</h3>
-		<p>The Box3 being visualized.</p>
+		<p>被模拟的3维包围盒.</p>
 
 
 
 
-		<h2>Methods</h2>
-		<p>See the base [page:LineSegments] class for common methods.</p>
+		<h2>方法</h2>
+		<p>请到基类 [page:LineSegments] 页面查看公共方法.</p>
 
 
 
 
 		<h3>[method:void updateMatrixWorld]( [param:Boolean force] )</h3>
 		<h3>[method:void updateMatrixWorld]( [param:Boolean force] )</h3>
 		<p>
 		<p>
-			This overrides the method in the base [page:Object3D] class so that it
-			also updates the wireframe box to the extent of the [page:Box3Helper.box .box]
-			property.
+			重写基类 [page:Object3D] 的该方法以便于
+			同时更新线框辅助对象与 [page:Box3Helper.box .box]
+			属性保持一致.
 		</p>
 		</p>
 
 
-		<h2>Source</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>

+ 19 - 19
docs/api/zh/helpers/BoxHelper.html

@@ -1,5 +1,5 @@
 <!DOCTYPE html>
 <!DOCTYPE html>
-<html lang="en">
+<html lang="zh">
 	<head>
 	<head>
 		<meta charset="utf-8" />
 		<meta charset="utf-8" />
 		<base href="../../../" />
 		<base href="../../../" />
@@ -13,14 +13,14 @@
 		<h1>[name]</h1>
 		<h1>[name]</h1>
 
 
 		<p class="desc">
 		<p class="desc">
-			Helper object to show the world-axis-aligned bounding box around an object.
+			用于展示对象世界轴心对齐的包围盒的辅助对象.
 
 
-			Note that the object must have a [page:Geometry] or [page:BufferGeometry] for this to work,
-			so it won't work with [page:Sprite Sprites].
+			注意:要想能正常运行,目标对象必须包含 [page:Geometry] 或 [page:BufferGeometry] ,
+			所以当目标对象是精灵 [page:Sprite Sprites] 时将不能正常运行.
 		</p>
 		</p>
 
 
 
 
-		<h2>Example</h2>
+		<h2>例子</h2>
 
 
 		<div>[example:webgl_helpers WebGL / helpers]</div>
 		<div>[example:webgl_helpers WebGL / helpers]</div>
 		<div>[example:webgl_loader_nrrd WebGL / loader / nrrd]</div>
 		<div>[example:webgl_loader_nrrd WebGL / loader / nrrd]</div>
@@ -35,39 +35,39 @@
 		</code>
 		</code>
 
 
 
 
-		<h2>Constructor</h2>
+		<h2>构造函数</h2>
 
 
 
 
 		<h3>[name]( [param:Object3D object], [param:Color color] )</h3>
 		<h3>[name]( [param:Object3D object], [param:Color color] )</h3>
 		<p>
 		<p>
-		[page:Object3D object]  -- (optional) the object3D to show the world-axis-aligned boundingbox.<br />
-		[page:Color color] --  (optional) hexadecimal value that defines the box's color. Default is 0xffff00.<br /><br />
+		[page:Object3D object]  -- (可选的) 被展示世界轴心对齐的包围盒的对象.<br />
+		[page:Color color] --  (可选的) 线框盒子的16进制颜色值. 默认为 0xffff00.<br /><br />
 
 
-		Creates a new wireframe box that bounds the passed object. Internally this uses [page:Box3.setFromObject]
-		to calculate the dimensions. Note that this includes any children.
+		创建一个新的线框盒子包围指定的对象. 内部使用 [page:Box3.setFromObject]
+		方法来计算尺寸. 注意:此线框盒子将包围对象的所有子对象.
 		</p>
 		</p>
 
 
-		<h2>Properties</h2>
-		<p>See the base [page:LineSegments] class for common properties.</p>
+		<h2>属性</h2>
+		<p>请到基类 [page:LineSegments] 页面查看公共属性.</p>
 
 
 
 
-		<h2>Methods</h2>
-		<p>See the base [page:LineSegments] class for common methods.</p>
+		<h2>方法</h2>
+		<p>请到基类 [page:LineSegments] 页面查看公共方法.</p>
 
 
 		<h3>[method:null update]()</h3>
 		<h3>[method:null update]()</h3>
 		<p>
 		<p>
-			Updates the helper's geometry to match the dimensions
-			of the object, including any children. See [page:Box3.setFromObject].
+			更新辅助对象的几何体,与目标对象尺寸
+			保持一致, 包围目标对象所有子对象. 请查看 [page:Box3.setFromObject].
 		</p>
 		</p>
 
 
 		<h3>[method:BoxHelper setFromObject]( [param:Object3D object] )</h3>
 		<h3>[method:BoxHelper setFromObject]( [param:Object3D object] )</h3>
 		<p>
 		<p>
-			[page:Object3D object] - [page:Object3D] to create the helper of.<br /><br />
+			[page:Object3D object] - 用于创建辅助对象的目标 [page:Object3D] 对象.<br /><br />
 
 
-			Updates the wireframe box for the passed object.
+			更新指定对象的线框盒子.
 		</p>
 		</p>
 
 
-		<h2>Source</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>

+ 18 - 18
docs/api/zh/helpers/CameraHelper.html

@@ -1,5 +1,5 @@
 <!DOCTYPE html>
 <!DOCTYPE html>
-<html lang="en">
+<html lang="zh">
 	<head>
 	<head>
 		<meta charset="utf-8" />
 		<meta charset="utf-8" />
 		<base href="../../../" />
 		<base href="../../../" />
@@ -13,11 +13,11 @@
 		<h1>[name]</h1>
 		<h1>[name]</h1>
 
 
 		<p class="desc">
 		<p class="desc">
-		This helps with visualizing what a camera contains in its frustum.<br />
-		It visualizes the frustum of a camera using a [page:LineSegments].
+		用于模拟相机视锥体的辅助对象.<br />
+		它使用 [page:LineSegments] 来模拟相机视锥体.
 		</p>
 		</p>
 
 
-		<h2>Example</h2>
+		<h2>例子</h2>
 
 
 		<div>[example:webgl_camera WebGL / camera]</div>
 		<div>[example:webgl_camera WebGL / camera]</div>
 		<div>[example:webgl_geometry_extrude_splines WebGL / extrude / splines]</div>
 		<div>[example:webgl_geometry_extrude_splines WebGL / extrude / splines]</div>
@@ -29,50 +29,50 @@ scene.add( helper );
 		</code>
 		</code>
 
 
 
 
-		<h2>Constructor</h2>
+		<h2>构造函数</h2>
 
 
 
 
 		<h3>[name]( [param:Camera camera] )</h3>
 		<h3>[name]( [param:Camera camera] )</h3>
 		<p>
 		<p>
-		[page:Camera camera] -- The camera to visualize.<br /><br />
+		[page:Camera camera] -- 被模拟的相机.<br /><br />
 
 
-		This create a new [Name] for the specified camera.
+		为指定相机创建一个新的相机辅助对象 [Name] .
 		</p>
 		</p>
 
 
 
 
 
 
-		<h2>Properties</h2>
-		<p>See the base [page:LineSegments] class for common properties.</p>
+		<h2>属性</h2>
+		<p>请到基类 [page:LineSegments] 页面查看公共属性.</p>
 
 
 
 
 
 
 		<h3>[property:Camera camera]</h3>
 		<h3>[property:Camera camera]</h3>
-		<p>The camera being visualized.</p>
+		<p>被模拟的相机.</p>
 
 
 		<h3>[property:object pointMap]</h3>
 		<h3>[property:object pointMap]</h3>
-		<p>This contains the points used to visualize the camera.</p>
+		<p>包含用于模拟相机的点.</p>
 
 
 		<h3>[property:object matrix]</h3>
 		<h3>[property:object matrix]</h3>
-		<p>Reference to the [page:Object3D.matrixWorld camera.matrixWorld].</p>
+		<p>请参考相机的世界矩阵 [page:Object3D.matrixWorld camera.matrixWorld].</p>
 
 
 		<h3>[property:object matrixAutoUpdate]</h3>
 		<h3>[property:object matrixAutoUpdate]</h3>
 		<p>
 		<p>
-			See [page:Object3D.matrixAutoUpdate]. Set to *false* here as the helper is using the
-			camera's [page:Object3D.matrixWorld matrixWorld].
+		    请查看 [page:Object3D.matrixAutoUpdate]. 这里设置为 *false* 表示辅助对象
+			使用相机的 [page:Object3D.matrixWorld matrixWorld].
 		</p>
 		</p>
 
 
 
 
 
 
 
 
 
 
-		<h2>Methods</h2>
-		<p>See the base [page:LineSegments] class for common methods.</p>
+		<h2>方法</h2>
+		<p>请到基类 [page:LineSegments] 页面查看公共方法.</p>
 
 
 
 
 		<h3>[method:null update]()</h3>
 		<h3>[method:null update]()</h3>
-		<p>Updates the helper based on the projectionMatrix of the camera.</p>
+		<p>基于相机的投影矩阵更新辅助对象.</p>
 
 
-		<h2>Source</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>

+ 22 - 22
docs/api/zh/helpers/DirectionalLightHelper.html

@@ -1,5 +1,5 @@
 <!DOCTYPE html>
 <!DOCTYPE html>
-<html lang="en">
+<html lang="zh">
 	<head>
 	<head>
 		<meta charset="utf-8" />
 		<meta charset="utf-8" />
 		<base href="../../../" />
 		<base href="../../../" />
@@ -13,12 +13,12 @@
 		<h1>[name]</h1>
 		<h1>[name]</h1>
 
 
 		<p class="desc">
 		<p class="desc">
-			Helper object to assist with visualizing a [page:DirectionalLight]'s effect on the scene.
+			用于模拟场景中平行光 [page:DirectionalLight] 的辅助对象.
 
 
-			This consists of plane and a line representing the light's position and direction.
+			其中包含了表示光位置的平面和表示光方向的线段.
 		</p>
 		</p>
 
 
-		<h2>Example</h2>
+		<h2>例子</h2>
 
 
 		<code>
 		<code>
 		var light = new THREE.DirectionalLight( 0xFFFFFF );
 		var light = new THREE.DirectionalLight( 0xFFFFFF );
@@ -29,56 +29,56 @@
 		</code>
 		</code>
 
 
 
 
-		<h2>Constructor</h2>
+		<h2>构造函数</h2>
 
 
 
 
 		<h3>[name]( [param:DirectionalLight light], [param:Number size], [param:Hex color] )</h3>
 		<h3>[name]( [param:DirectionalLight light], [param:Number size], [param:Hex color] )</h3>
 		<p>
 		<p>
-			[page:DirectionalLight light]-- The light to be visualized. <br /><br />
+			[page:DirectionalLight light]-- 被模拟的光源. <br /><br />
 
 
-			[page:Number size] -- (optional) dimensions of the plane. Default is *1*.<br /><br />
+			[page:Number size] -- (可选的) 平面的尺寸. 默认为 *1*.<br /><br />
 
 
-			[page:Hex color] -- (optional) if this is not the set the helper will take the color of the light.
+			[page:Hex color] -- (可选的) 如果没有设置颜色将使用光源的颜色.
 		</p>
 		</p>
 
 
 
 
-		<h2>Properties</h2>
-		<p>See the base [page:Object3D] class for common properties.</p>
+		<h2>属性</h2>
+		<p>请到基类 [page:Object3D] 页面查看公共属性.</p>
 
 
 
 
 		<h3>[property:Line lightPlane]</h3>
 		<h3>[property:Line lightPlane]</h3>
-		<p>Contains the line mesh showing the location of the directional light.</p>
+		<p>包含表示平行光方向的线网格.</p>
 
 
 		<h3>[property:DirectionalLight light]</h3>
 		<h3>[property:DirectionalLight light]</h3>
-		<p>Reference to the [page:DirectionalLight directionalLight] being visualized.</p>
+		<p>被模拟的光源. 请参考 [page:DirectionalLight directionalLight] .</p>
 
 
 		<h3>[property:object matrix]</h3>
 		<h3>[property:object matrix]</h3>
-		<p>Reference to the light's [page:Object3D.matrixWorld matrixWorld].</p>
+		<p>请参考光源的世界矩阵 [page:Object3D.matrixWorld matrixWorld].</p>
 
 
 		<h3>[property:object matrixAutoUpdate]</h3>
 		<h3>[property:object matrixAutoUpdate]</h3>
 		<p>
 		<p>
-			See [page:Object3D.matrixAutoUpdate]. Set to *false* here as the helper is using the
-			light's [page:Object3D.matrixWorld matrixWorld].
+			请查看 [page:Object3D.matrixAutoUpdate] 页面. 这里设置为 *false* 表示辅助对象
+			使用光源的 [page:Object3D.matrixWorld matrixWorld].
 		</p>
 		</p>
 
 
 		<h3>[property:hex color]</h3>
 		<h3>[property:hex color]</h3>
 		<p>
 		<p>
-			The color parameter passed in the constructor. Default is *undefined*. If this is changed,
-			the helper's color will update the next time [page:.update update] is called.
+			构造函数中传入的颜色值. 默认为 *undefined*. 如果改变该值,
+			辅助对象的颜色将在下一次 [page:.update update] 被调用时更新.
 		</p>
 		</p>
 
 
 
 
-		<h2>Methods</h2>
-		<p>See the base [page:Object3D] class for common properties.</p>
+		<h2>方法</h2>
+		<p>请到基类  [page:Object3D] 页面查看公共方法.</p>
 
 
 		<h3>[method:null dispose]()</h3>
 		<h3>[method:null dispose]()</h3>
-		<p>Dispose of the directionalLightHelper.</p>
+		<p>销毁该平行光辅助对象.</p>
 
 
 
 
 		<h3>[method:null update]()</h3>
 		<h3>[method:null update]()</h3>
-		<p>Updates the helper to match the position and direction of the [page:.light directionalLight] being visualized.</p>
+		<p>更新辅助对象,与模拟的 [page:.light directionalLight] 光源的位置和方向保持一致.</p>
 
 
-		<h2>Source</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>

+ 22 - 22
docs/api/zh/helpers/FaceNormalsHelper.html

@@ -1,5 +1,5 @@
 <!DOCTYPE html>
 <!DOCTYPE html>
-<html lang="en">
+<html lang="zh">
 	<head>
 	<head>
 		<meta charset="utf-8" />
 		<meta charset="utf-8" />
 		<base href="../../../" />
 		<base href="../../../" />
@@ -13,16 +13,16 @@
 		<h1>[name]</h1>
 		<h1>[name]</h1>
 
 
 		<p class="desc">
 		<p class="desc">
-			Renders [page:ArrowHelper arrows] to visualize an object's [page:Face3 face] normals.
-			Requires  that face normals have been specified on all 	[page:Face3 faces] or calculated
-			with [page:Geometry.computeFaceNormals computeFaceNormals]. <br /><br />
+			渲染箭头辅助对象 [page:ArrowHelper arrows] 来模拟面 [page:Face3 face] 的法线.
+			需要所有面 [page:Face3 faces] 都指定了法线 或 
+			通过 [page:Geometry.computeFaceNormals computeFaceNormals] 方法计算面的法线. <br /><br />
 
 
-			Note that this only works with the objects whose geometry is an instance of [page:Geometry].
-			For [page:BufferGeometry] use a [page:VertexNormalsHelper] instead.
+			注意:仅几何体为 [page:Geometry] 类型的对象能正常运行.
+			对于 [page:BufferGeometry] 类型几何体的对象请使用 [page:VertexNormalsHelper] 代替.
 		<p>
 		<p>
 
 
 
 
-		<h2>Example</h2>
+		<h2>例子</h2>
 
 
 		<div>[example:webgl_helpers WebGL / helpers]</div>
 		<div>[example:webgl_helpers WebGL / helpers]</div>
 
 
@@ -37,44 +37,44 @@
 		scene.add( helper );
 		scene.add( helper );
 		</code>
 		</code>
 
 
-		<h2>Constructor</h2>
+		<h2>构造函数</h2>
 
 
 
 
 		<h3>[name]( [param:Object3D object], [param:Number size], [param:Color color], [param:Number linewidth] )</h3>
 		<h3>[name]( [param:Object3D object], [param:Number size], [param:Color color], [param:Number linewidth] )</h3>
 		<p>
 		<p>
-		[page:Object3D object] -- object for which to render face normals.<br />
-		[page:Number size] -- (optional) length of the arrows. Default is *1*.<br />
-		[page:Hex color] -- (optional) hex color of the arrows. Default is *0xffff00*.<br />
-		[page:Number linewidth] -- (optional) width of the arrow lines.  Default is *1*.
+		[page:Object3D object] -- 要渲染面法线辅助的对象.<br />
+		[page:Number size] -- (可选的) 箭头的长度. 默认为 *1*.<br />
+		[page:Hex color] -- (可选的) 箭头的颜色. 默认为 *0xffff00*.<br />
+		[page:Number linewidth] -- (可选的) 箭头线段的宽度.  默认为 *1*.
 		</p>
 		</p>
 
 
 
 
-		<h2>Properties</h2>
-		<p>See the base [page:LineSegments] class for common properties.</p>
+		<h2>属性</h2>
+		<p>请到基类 [page:LineSegments] 页面查看公共属性.</p>
 
 
 		<h3>[property:object matrixAutoUpdate]</h3>
 		<h3>[property:object matrixAutoUpdate]</h3>
 		<p>
 		<p>
-			See [page:Object3D.matrixAutoUpdate]. Set to *false* here as the helper is using the
-			objects's [page:Object3D.matrixWorld matrixWorld].
+			请查看 [page:Object3D.matrixAutoUpdate]. 这里设置为 *false* 表示辅助对象
+			使用对象的世界矩阵 [page:Object3D.matrixWorld matrixWorld].
 		</p>
 		</p>
 
 
 		<h3>[property:Object3D object]</h3>
 		<h3>[property:Object3D object]</h3>
-		<p>The object for which the face normals are being visualized.</p>
+		<p>被渲染面法线辅助的对象.</p>
 
 
 		<h3>[property:Number size]</h3>
 		<h3>[property:Number size]</h3>
-		<p>Length of the arrows. Default is *1*.</p>
+		<p>箭头的长度. 默认为 *1*.</p>
 
 
 
 
 
 
-		<h2>Methods</h2>
-		<p>See the base [page:LineSegments] class for common methods.</p>
+		<h2>方法</h2>
+		<p>请到基类 [page:LineSegments] 页面查看公共方法.</p>
 
 
 
 
 		<h3>[method:null update]()</h3>
 		<h3>[method:null update]()</h3>
-		<p>Updates the face normal preview based on movement of the object.</p>
+		<p>基于对象的运动更新面法线辅助对象.</p>
 
 
 
 
-		<h2>Source</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>

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