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Translate some files in extras and math floder,and some fix

gogoend há 6 anos atrás
pai
commit
809ece3089

+ 1 - 1
docs/api/zh/extras/core/Curve.html

@@ -8,7 +8,7 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	</head>
 	<body>
 	<body>
-		<h1>曲线([name]</h1>
+		<h1>[name]</h1>
 
 
 		<p class="desc">
 		<p class="desc">
 		An abstract base class for creating a [name] object that contains methods for interpolation.
 		An abstract base class for creating a [name] object that contains methods for interpolation.

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

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

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

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

+ 52 - 54
docs/api/zh/extras/core/Path.html

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

+ 1 - 1
docs/api/zh/extras/core/ShapePath.html

@@ -30,7 +30,7 @@
 		</p>
 		</p>
 
 
 
 
-		<h2>P属性</h2>
+		<h2>属性</h2>
 
 
 		<h3>[property:array subPaths]</h3>
 		<h3>[property:array subPaths]</h3>
 		<p>
 		<p>

+ 1 - 1
docs/api/zh/extras/curves/CubicBezierCurve3.html

@@ -10,7 +10,7 @@
 	<body>
 	<body>
 		[page:Curve] &rarr;
 		[page:Curve] &rarr;
 
 
-		<h1>三维三次贝塞尔曲线[name]</h1>
+		<h1>三维三次贝塞尔曲线[name]</h1>
 
 
 		<p class="desc">
 		<p class="desc">
 			创建一条光滑的三维
 			创建一条光滑的三维

+ 1 - 1
docs/api/zh/extras/curves/LineCurve.html

@@ -10,7 +10,7 @@
 	<body>
 	<body>
 		[page:Curve] &rarr;
 		[page:Curve] &rarr;
 
 
-		<h1>二维线段曲线[name]</h1>
+		<h1>二维线段曲线[name]</h1>
 
 
 		<p class="desc">一个表示二维线段的曲线。</p>
 		<p class="desc">一个表示二维线段的曲线。</p>
 
 

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

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

+ 1 - 1
docs/api/zh/extras/curves/QuadraticBezierCurve3.html

@@ -10,7 +10,7 @@
 	<body>
 	<body>
 		[page:Curve] &rarr;
 		[page:Curve] &rarr;
 
 
-		<h1>三维二次贝塞尔曲线[name]</h1>
+		<h1>三维二次贝塞尔曲线[name]</h1>
 
 
 		<p class="desc">
 		<p class="desc">
 			创建一条光滑的三维
 			创建一条光滑的三维

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

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

+ 18 - 15
docs/api/zh/math/Quaternion.html

@@ -8,16 +8,18 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	</head>
 	<body>
 	<body>
-		<h1>四元数([name]</h1>
+		<h1>[name]</h1>
 
 
 		<p class="desc">
 		<p class="desc">
-			这个类是对[link:http://en.wikipedia.org/wiki/Quaternion quaternion](四元数)的实现。
-			它用于排除万向锁([link:http://en.wikipedia.org/wiki/Gimbal_lock gimbal lock])问题,以对物体进行旋转([link:https://en.wikipedia.org/wiki/Quaternions_and_spatial_rotation rotating things]),
-			此外它还具有其它优点。
+			Implementation of a [link:http://en.wikipedia.org/wiki/Quaternion quaternion].
+			This is used for [link:https://en.wikipedia.org/wiki/Quaternions_and_spatial_rotation rotating things]
+			without encountering the dreaded
+			[link:http://en.wikipedia.org/wiki/Gimbal_lock gimbal lock] issue, amongst other
+			advantages.
 		</p>
 		</p>
 
 
 
 
-		<h2>示例</h2>
+		<h2>Example</h2>
 
 
 		<code>
 		<code>
 		var quaternion = new THREE.Quaternion();
 		var quaternion = new THREE.Quaternion();
@@ -28,7 +30,7 @@
 		</code>
 		</code>
 
 
 
 
-		<h2>构造函数</h2>
+		<h2>Constructor</h2>
 
 
 
 
 		<h3>[name]( [param:Float x], [param:Float y], [param:Float z], [param:Float w] )</h3>
 		<h3>[name]( [param:Float x], [param:Float y], [param:Float z], [param:Float w] )</h3>
@@ -40,31 +42,32 @@
 		</p>
 		</p>
 
 
 
 
-		<h2>属性</h2>
+		<h2>Properties</h2>
 
 
 		<h3>[property:Float x]</h3>
 		<h3>[property:Float x]</h3>
-		<p>改变这一属性将会导致[page:.onChangeCallback onChangeCallback]被调用。</p>
+		<p>Changing this property will result in [page:.onChangeCallback onChangeCallback] being called.</p>
 
 
 		<h3>[property:Float y]</h3>
 		<h3>[property:Float y]</h3>
-		<p>改变这一属性将会导致[page:.onChangeCallback onChangeCallback]被调用。</p>
+		<p>Changing this property will result in [page:.onChangeCallback onChangeCallback] being called.</p>
 
 
 		<h3>[property:Float z]</h3>
 		<h3>[property:Float z]</h3>
-		<p>改变这一属性将会导致[page:.onChangeCallback onChangeCallback]被调用。</p>
+		<p>Changing this property will result in [page:.onChangeCallback onChangeCallback] being called.</p>
 
 
 		<h3>[property:Float w]</h3>
 		<h3>[property:Float w]</h3>
-		<p>改变这一属性将会导致[page:.onChangeCallback onChangeCallback]被调用。</p>
+		<p>Changing this property will result in [page:.onChangeCallback onChangeCallback] being called.</p>
 
 
 
 
-		<h2>方法</h2>
+		<h2>Methods</h2>
 
 
 		<h3>[method:Float angleTo]( [param:Quaternion q] )</h3>
 		<h3>[method:Float angleTo]( [param:Quaternion q] )</h3>
 		<p>
 		<p>
-			以弧度的形式返回这一四元数与四元数[page:Quaternion q]之间的夹角。
+			Returns the angle between this quaternion and quaternion [page:Quaternion q] in radians.
 		</p>
 		</p>
 
 
 		<h3>[method:Quaternion clone]()</h3>
 		<h3>[method:Quaternion clone]()</h3>
 		<p>
 		<p>
-			以和这一四元数相同的[page:.x x]、[page:.y y]、[page:.z z]和[page:.w w]属性来创建一个新的四元数。
+			Creates a new Quaternion with identical [page:.x x], [page:.y y],
+			[page:.z z] and [page:.w w] properties to this one.
 		</p>
 		</p>
 
 
 		<h3>[method:Quaternion conjugate]()</h3>
 		<h3>[method:Quaternion conjugate]()</h3>
@@ -287,4 +290,4 @@ q.slerp( qb, t )
 
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>
 	</body>
-</html>
+</html>

+ 24 - 22
docs/api/zh/math/Vector2.html

@@ -8,33 +8,36 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	</head>
 	<body>
 	<body>
-		<h1>二维向量([name]</h1>
+		<h1>[name]</h1>
 
 
 		<p class="desc">
 		<p class="desc">
-			表示2D [link:https://en.wikipedia.org/wiki/Vector_space vector](二维向量)的类。
+			Class representing a 2D [link:https://en.wikipedia.org/wiki/Vector_space vector].
 
 
-			一个二维向量是一对有顺序的数字(标记为x和y),可被用于表示很多事物,例如:
+			A 2D vector is an ordered pair of numbers (labeled x and y), which can be used to
+			represent a number of things, such as:
 		</p>
 		</p>
 
 
 		<ul>
 		<ul>
 			<li>
 			<li>
-				一个位于二维空间中的点(例如一个在平面上的点)。
+				A point in 2D space (i.e. a position on a plane).
 			</li>
 			</li>
 			<li>
 			<li>
-				横过平面的方向与长度。在three.js中,长度总是从(0, 0)到(x, y)的
-				[link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean distance](欧几里德距离,即直线距离),
-				方向也是从(0, 0)到(x, y)的方向。
+				A direction and length across a plane. In three.js the length will always be the
+				[link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean distance]
+				(straight-line distance) from (0, 0) to (x, y) and the direction is also
+				measured from (0, 0) towards (x, y).
 			</li>
 			</li>
 			<li>
 			<li>
-				任意的、有顺序的一对数字。
+				Any arbitrary ordered pair of numbers.
 			</li>
 			</li>
 		</ul>
 		</ul>
 
 
 		<p>
 		<p>
-			其他的一些事物也可以使用二维向量进行表示,比如说动量矢量、复数等等;但以上这些是three.js中的常用用途。
+			There are other things a 2D vector can be used to represent, such as momentum
+			vectors, complex numbers and so on,	however these are the most common uses in three.js.
 		</p>
 		</p>
 
 
-		<h2>示例</h2>
+		<h2>Example</h2>
 
 
 		<code>
 		<code>
 		var a = new THREE.Vector2( 0, 1 );
 		var a = new THREE.Vector2( 0, 1 );
@@ -46,39 +49,38 @@
 		</code>
 		</code>
 
 
 
 
-		<h2>构造函数</h2>
+		<h2>Constructor</h2>
 
 
 		<h3>[name]( [param:Float x], [param:Float y] )</h3>
 		<h3>[name]( [param:Float x], [param:Float y] )</h3>
 		<p>
 		<p>
-		[page:Float x] - 向量的x值,默认值为*0*。<br />
-		[page:Float y] -  向量的y值,默认值为*0*。<br /><br />
+		[page:Float x] - the x value of the vector. Default is *0*.<br />
+		[page:Float y] -  the y value of the vector. Default is *0*.<br /><br />
 
 
-		创建一个新的[name]。
+		Creates a new [name].
 		</p>
 		</p>
 
 
 
 
-		<h2>属性</h2>
+		<h2>Properties</h2>
 
 
 		<h3>[property:Boolean isVector2]</h3>
 		<h3>[property:Boolean isVector2]</h3>
 		<p>
 		<p>
-			用于检查该类或者其派生类是否为Vector2,默认值为true。
-			<br /><br />
+			Used to check whether this or derived classes are Vector2s. Default is *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。
+			You should not change this, as it is used internally for optimisation.
 		</p>
 		</p>
 
 
 		<h3>[property:Float height]</h3>
 		<h3>[property:Float height]</h3>
-		<p>[page:.y y]的别名。</p>
+		<p>Alias for [page:.y y].</p>
 
 
 		<h3>[property:Float width]</h3>
 		<h3>[property:Float width]</h3>
-		<p>[page:.x x]的别名。</p>
+		<p>Alias for [page:.x x].</p>
 
 
 		<h3>[property:Float x]</h3>
 		<h3>[property:Float x]</h3>
 
 
 		<h3>[property:Float y]</h3>
 		<h3>[property:Float y]</h3>
 
 
 
 
-		<h2>方法</h2>
+		<h2>Methods</h2>
 
 
 		<h3>[method:this add]( [param:Vector2 v] )</h3>
 		<h3>[method:this add]( [param:Vector2 v] )</h3>
 		<p>Adds [page:Vector2 v] to this vector.</p>
 		<p>Adds [page:Vector2 v] to this vector.</p>
@@ -341,4 +343,4 @@
 
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>
 	</body>
-</html>
+</html>

+ 4 - 4
docs/manual/zh/introduction/FAQ.html

@@ -10,7 +10,7 @@
 	<body>
 	<body>
 		<h1>常见问题([name])</h1>
 		<h1>常见问题([name])</h1>
 
 
-		<h2>哪一种三维物体格式能够得到最好地支持?</h2>
+		<h2>哪一种三维物体格式能够得到最好地支持?</h2>
 		<div>
 		<div>
 			<p>
 			<p>
 			推荐使用glTF(gl传输格式)来对三维物体进行导入和导出,由于glTF这种格式是专注于在程序运行时呈现三维物体的,所以它的传输效率非常高,且加载速度非常快。
 			推荐使用glTF(gl传输格式)来对三维物体进行导入和导出,由于glTF这种格式是专注于在程序运行时呈现三维物体的,所以它的传输效率非常高,且加载速度非常快。
@@ -41,13 +41,13 @@
 visible_height = 2 * Math.tan( ( Math.PI / 180 ) * camera.fov / 2 ) * distance_from_camera;<br>
 visible_height = 2 * Math.tan( ( Math.PI / 180 ) * camera.fov / 2 ) * distance_from_camera;<br>
 			</code>
 			</code>
 			如果我们以一定的百分比增加了窗口的高度,那我们所想要的结果便是所有距离的可见高度都增加相同的百分比。
 			如果我们以一定的百分比增加了窗口的高度,那我们所想要的结果便是所有距离的可见高度都增加相同的百分比。
-			这并不能通过改变摄像机的位置来实现,相反,你改变摄像机的视野角度(FOV)。这是个示例:[link:http://jsfiddle.net/Q4Jpu/ Example].
+			这并不能通过改变摄像机的位置来实现,相反,你需要改变摄像机的视野角度(FOV)。这是个示例:[link:http://jsfiddle.net/Q4Jpu/ Example].
 		</p>
 		</p>
 
 
 		<h2>为什么我的物体的一部分是不可见的?</h2>
 		<h2>为什么我的物体的一部分是不可见的?</h2>
 		<p>
 		<p>
-			这可能是由于面消隐而导致的。面是具有朝向的,这个朝向决定了哪边是正面或者哪边是背面。
-			在正常情况下,渲染时会将背面进行消隐。要查看这是不是你所遇到的问题,请将material的slide更改为THREE.DoubleSide。
+			这可能是由于面剔除而导致的。面是具有朝向的,这个朝向决定了哪边是正面或者哪边是背面。
+			在正常情况下,渲染时会将背面进行剔除。要查看这是否为你所遇到的问题,请将material的slide更改为THREE.DoubleSide。
 			<code>material.side = THREE.DoubleSide</code>
 			<code>material.side = THREE.DoubleSide</code>
 		</p>
 		</p>
 	</body>
 	</body>