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Merge remote-tracking branch 'mrdoob/dev' into sheen

# Conflicts:
#	src/materials/MeshPhysicalMaterial.d.ts
#	src/materials/MeshPhysicalMaterial.js
#	src/renderers/shaders/ShaderChunk/lights_physical_pars_fragment.glsl.js
#	src/renderers/shaders/ShaderLib.js
Daniel Sturk 6 年之前
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共有 100 个文件被更改,包括 1089 次插入1250 次删除
  1. 1 1
      .github/ISSUE_TEMPLATE.md
  2. 1 1
      README.md
  3. 295 365
      build/three.js
  4. 174 306
      build/three.min.js
  5. 295 365
      build/three.module.js
  6. 1 1
      docs/api/en/cameras/OrthographicCamera.html
  7. 1 1
      docs/api/en/cameras/PerspectiveCamera.html
  8. 3 3
      docs/api/zh/cameras/ArrayCamera.html
  9. 2 2
      docs/api/zh/cameras/Camera.html
  10. 3 3
      docs/api/zh/cameras/CubeCamera.html
  11. 5 4
      docs/api/zh/cameras/OrthographicCamera.html
  12. 6 8
      docs/api/zh/cameras/PerspectiveCamera.html
  13. 45 0
      docs/api/zh/constants/Materials.html
  14. 9 9
      docs/api/zh/constants/Textures.html
  15. 1 1
      docs/api/zh/core/Clock.html
  16. 3 1
      docs/api/zh/core/Geometry.html
  17. 1 1
      docs/api/zh/core/InterleavedBufferAttribute.html
  18. 11 3
      docs/api/zh/core/Object3D.html
  19. 3 3
      docs/api/zh/core/Raycaster.html
  20. 1 1
      docs/api/zh/core/bufferAttributeTypes/BufferAttributeTypes.html
  21. 2 2
      docs/api/zh/extras/ShapeUtils.html
  22. 2 2
      docs/api/zh/extras/core/CurvePath.html
  23. 3 3
      docs/api/zh/extras/core/Path.html
  24. 3 3
      docs/api/zh/extras/core/Shape.html
  25. 1 1
      docs/api/zh/extras/core/ShapePath.html
  26. 2 2
      docs/api/zh/extras/curves/ArcCurve.html
  27. 2 2
      docs/api/zh/extras/curves/CatmullRomCurve3.html
  28. 2 2
      docs/api/zh/extras/curves/CubicBezierCurve.html
  29. 2 2
      docs/api/zh/extras/curves/CubicBezierCurve3.html
  30. 2 2
      docs/api/zh/extras/curves/EllipseCurve.html
  31. 2 2
      docs/api/zh/extras/curves/LineCurve.html
  32. 2 2
      docs/api/zh/extras/curves/LineCurve3.html
  33. 2 2
      docs/api/zh/extras/curves/QuadraticBezierCurve.html
  34. 2 2
      docs/api/zh/extras/curves/QuadraticBezierCurve3.html
  35. 2 2
      docs/api/zh/extras/curves/SplineCurve.html
  36. 2 2
      docs/api/zh/geometries/BoxBufferGeometry.html
  37. 2 2
      docs/api/zh/geometries/BoxGeometry.html
  38. 2 2
      docs/api/zh/geometries/CircleBufferGeometry.html
  39. 2 2
      docs/api/zh/geometries/CircleGeometry.html
  40. 2 2
      docs/api/zh/geometries/ConeBufferGeometry.html
  41. 2 2
      docs/api/zh/geometries/ConeGeometry.html
  42. 2 2
      docs/api/zh/geometries/CylinderBufferGeometry.html
  43. 2 2
      docs/api/zh/geometries/CylinderGeometry.html
  44. 2 2
      docs/api/zh/geometries/DodecahedronBufferGeometry.html
  45. 2 2
      docs/api/zh/geometries/DodecahedronGeometry.html
  46. 2 2
      docs/api/zh/geometries/EdgesGeometry.html
  47. 4 2
      docs/api/zh/geometries/ExtrudeBufferGeometry.html
  48. 5 4
      docs/api/zh/geometries/ExtrudeGeometry.html
  49. 2 2
      docs/api/zh/geometries/IcosahedronBufferGeometry.html
  50. 2 2
      docs/api/zh/geometries/IcosahedronGeometry.html
  51. 2 2
      docs/api/zh/geometries/LatheBufferGeometry.html
  52. 2 2
      docs/api/zh/geometries/LatheGeometry.html
  53. 2 2
      docs/api/zh/geometries/OctahedronBufferGeometry.html
  54. 2 2
      docs/api/zh/geometries/OctahedronGeometry.html
  55. 2 2
      docs/api/zh/geometries/ParametricBufferGeometry.html
  56. 2 2
      docs/api/zh/geometries/ParametricGeometry.html
  57. 3 3
      docs/api/zh/geometries/PlaneBufferGeometry.html
  58. 2 2
      docs/api/zh/geometries/PlaneGeometry.html
  59. 2 2
      docs/api/zh/geometries/PolyhedronBufferGeometry.html
  60. 2 2
      docs/api/zh/geometries/PolyhedronGeometry.html
  61. 2 2
      docs/api/zh/geometries/RingBufferGeometry.html
  62. 2 2
      docs/api/zh/geometries/RingGeometry.html
  63. 2 2
      docs/api/zh/geometries/ShapeBufferGeometry.html
  64. 2 2
      docs/api/zh/geometries/ShapeGeometry.html
  65. 2 2
      docs/api/zh/geometries/SphereBufferGeometry.html
  66. 2 2
      docs/api/zh/geometries/SphereGeometry.html
  67. 3 3
      docs/api/zh/geometries/TetrahedronBufferGeometry.html
  68. 2 2
      docs/api/zh/geometries/TetrahedronGeometry.html
  69. 3 3
      docs/api/zh/geometries/TextBufferGeometry.html
  70. 3 3
      docs/api/zh/geometries/TextGeometry.html
  71. 2 2
      docs/api/zh/geometries/TorusBufferGeometry.html
  72. 2 2
      docs/api/zh/geometries/TorusGeometry.html
  73. 3 3
      docs/api/zh/geometries/TorusKnotBufferGeometry.html
  74. 2 2
      docs/api/zh/geometries/TorusKnotGeometry.html
  75. 2 2
      docs/api/zh/geometries/TubeBufferGeometry.html
  76. 3 3
      docs/api/zh/geometries/TubeGeometry.html
  77. 4 2
      docs/api/zh/geometries/WireframeGeometry.html
  78. 1 1
      docs/api/zh/helpers/ArrowHelper.html
  79. 1 1
      docs/api/zh/helpers/AxesHelper.html
  80. 1 1
      docs/api/zh/helpers/Box3Helper.html
  81. 7 6
      docs/api/zh/helpers/BoxHelper.html
  82. 1 1
      docs/api/zh/helpers/CameraHelper.html
  83. 1 1
      docs/api/zh/helpers/FaceNormalsHelper.html
  84. 1 1
      docs/api/zh/helpers/GridHelper.html
  85. 1 1
      docs/api/zh/helpers/PlaneHelper.html
  86. 1 1
      docs/api/zh/helpers/PointLightHelper.html
  87. 1 1
      docs/api/zh/helpers/PolarGridHelper.html
  88. 2 2
      docs/api/zh/helpers/PositionalAudioHelper.html
  89. 1 1
      docs/api/zh/helpers/VertexNormalsHelper.html
  90. 5 1
      docs/api/zh/lights/Light.html
  91. 1 1
      docs/api/zh/lights/RectAreaLight.html
  92. 3 2
      docs/api/zh/loaders/AnimationLoader.html
  93. 13 9
      docs/api/zh/loaders/Loader.html
  94. 2 2
      docs/api/zh/materials/LineBasicMaterial.html
  95. 2 2
      docs/api/zh/materials/LineDashedMaterial.html
  96. 43 4
      docs/api/zh/materials/Material.html
  97. 2 2
      docs/api/zh/materials/MeshBasicMaterial.html
  98. 2 2
      docs/api/zh/materials/MeshDepthMaterial.html
  99. 6 3
      docs/api/zh/materials/MeshDistanceMaterial.html
  100. 2 2
      docs/api/zh/materials/MeshLambertMaterial.html

+ 1 - 1
.github/ISSUE_TEMPLATE.md

@@ -19,7 +19,7 @@ Please also include a live example if possible. You can start from these templat
 ##### Three.js version
 
 - [ ] Dev
-- [ ] r106
+- [ ] r107
 - [ ] ...
 
 ##### Browser

+ 1 - 1
README.md

@@ -19,7 +19,7 @@ The aim of the project is to create an easy to use, lightweight, 3D library with
 [Questions](http://stackoverflow.com/questions/tagged/three.js) —
 [Forum](https://discourse.threejs.org/) —
 [Gitter](https://gitter.im/mrdoob/three.js) —
-[Slack](https://threejs-slack.herokuapp.com/)
+[Slack](https://join.slack.com/t/threejs/shared_invite/enQtMzYxMzczODM2OTgxLTQ1YmY4YTQxOTFjNDAzYmQ4NjU2YzRhNzliY2RiNDEyYjU2MjhhODgyYWQ5Y2MyZTU3MWNkOGVmOGRhOTQzYTk)
 
 ### Usage ###
 

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+ 295 - 365
build/three.js


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+ 174 - 306
build/three.min.js


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+ 295 - 365
build/three.module.js


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

@@ -130,7 +130,7 @@ scene.add( camera );</code>
 		Updates the camera projection matrix. Must be called after any change of parameters.
 		</p>
 
-		<h3>[method:Object toJSON](param:object meta])</h3>
+		<h3>[method:Object toJSON]([param:object meta])</h3>
 		<p>
 		meta -- object containing metadata such as textures or images in objects' descendants.<br />
 		Convert the camera to three.js [link:https://github.com/mrdoob/three.js/wiki/JSON-Object-Scene-format-4 JSON Object/Scene format].

+ 1 - 1
docs/api/en/cameras/PerspectiveCamera.html

@@ -190,7 +190,7 @@ camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
 		Updates the camera projection matrix. Must be called after any change of parameters.
 		</p>
 
-		<h3>[method:Object toJSON](param:object meta])</h3>
+		<h3>[method:Object toJSON]([param:object meta])</h3>
 		<p>
 		meta -- object containing metadata such as textures or images in objects' descendants.<br />
 		Convert the camera to three.js [link:https://github.com/mrdoob/three.js/wiki/JSON-Object-Scene-format-4 JSON Object/Scene format].

+ 3 - 3
docs/api/zh/cameras/ArrayCamera.html

@@ -15,7 +15,7 @@
 		<p class="desc">
 
 			[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*viewport*(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。
+			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*viewport*(视口)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>
 
 		<h2>示例</h2>
@@ -31,7 +31,7 @@
 
 
 		<h2>属性</h2>
-		<p>请参阅基类[page:PerspectiveCamera]的公共属性。</p>
+		<p>共有属性请参见其基类[page:PerspectiveCamera]。</p>
 
 		<h3>[property:Array cameras]</h3>
 		<p>
@@ -39,7 +39,7 @@
 		</p>
 
 		<h2>方法</h2>
-		<p>请参阅基类[page:PerspectiveCamera]的公共方法。</p>
+		<p>共有方法请参见其基类[page:PerspectiveCamera]。</p>
 
 		<h2>源码</h2>
 

+ 2 - 2
docs/api/zh/cameras/Camera.html

@@ -31,7 +31,7 @@
 
 		<h2>属性</h2>
 
-		<p>请参阅其基类[page:Object3D]来查看共有属性。</p>
+		<p>共有属性请参见其基类[page:Object3D]</p>
 
 		<h3>[property:Boolean isCamera]</h3>
 		<p>
@@ -64,7 +64,7 @@
 
 
 		<h2>方法</h2>
-		<p>请参阅其基类[page:Object3D]来查看其共有方法。</p>
+		<p>共有方法请参见其基类[page:Object3D]。</p>
 
 		<h3>[method:Camera clone]( )</h3>
 		<p>

+ 3 - 3
docs/api/zh/cameras/CubeCamera.html

@@ -26,7 +26,7 @@
 		scene.add( cubeCamera );
 
 		// Create car
-		var chromeMaterial = new THREE.MeshLambertMaterial( { color: 0xffffff, envMap: cubeCamera.renderTarget } );
+		var chromeMaterial = new THREE.MeshLambertMaterial( { color: 0xffffff, envMap: cubeCamera.renderTarget.texture } );
 		var car = new Mesh( carGeometry, chromeMaterial );
 		scene.add( car );
 
@@ -60,7 +60,7 @@
 
 
 		<h2>属性</h2>
-		<p>请参阅其基类[page:Object3D]来查看共有属性。</p>
+		<p>共有属性请参见其基类[page:Object3D]。</p>
 
 		<h3>[property:WebGLRenderTargetCube renderTarget]</h3>
 		<p>
@@ -69,7 +69,7 @@
 		</p>
 
 		<h2>方法</h2>
-		<p>请参阅其基类[page:Object3D]来查看其共有方法。</p>
+		<p>共有方法请参见其基类[page:Object3D]。</p>
 
 
 

+ 5 - 4
docs/api/zh/cameras/OrthographicCamera.html

@@ -63,7 +63,7 @@ scene.add( camera );</code>
 
 		<h2>属性</h2>
 		<p>
-			请参阅其基类[page:Camera]来查看其共有属性
+			共有属性请参见其基类[page:Camera]
 			<br>
 			请注意,在大多数属性发生改变之后,你将需要调用[page:OrthographicCamera.updateProjectionMatrix .updateProjectionMatrix]来使得这些改变生效。
 		</p>
@@ -111,7 +111,7 @@ scene.add( camera );</code>
 			获取或者设置摄像机的缩放倍数,其默认值为*1*。</p>
 
 		<h2>方法</h2>
-		<p>请参阅其基类[page:Camera]来查看其共有方法。</p>
+		<p>共有方法请参见其基类[page:Camera]。</p>
 
 		<h3>[method:null setViewOffset]( [param:Float fullWidth], [param:Float fullHeight], [param:Float x], [param:Float y], [param:Float width], [param:Float height] )</h3>
 		<p>
@@ -138,9 +138,10 @@ scene.add( camera );</code>
 
 		</p>
 
-		<h3>[method:JSON toJSON]()</h3>
+		<h3>[method:Object toJSON]([param:object meta])</h3>
 		<p>
-		使用JSON格式来返回摄像机数据。
+		meta -- 包含有元数据的对象,例如对象后代中的纹理或图像<br />
+		将摄像机转换为 three.js [link:https://github.com/mrdoob/three.js/wiki/JSON-Object-Scene-format-4 JSON Object/Scene format](three.js JSON 物体/场景格式)。
 		</p>
 
 

+ 6 - 8
docs/api/zh/cameras/PerspectiveCamera.html

@@ -49,7 +49,7 @@ scene.add( camera );</code>
 
 		<h2>属性</h2>
 		<p>
-			请参阅其基类 [page:Camera] 来查看共有属性。<br>
+			共有属性请参见其基类 [page:Camera] 。<br>
 			请注意,在大多数属性发生改变之后,你将需要调用[page:PerspectiveCamera.updateProjectionMatrix .updateProjectionMatrix]来使得这些改变生效。
 		</p>
 
@@ -107,7 +107,7 @@ scene.add( camera );</code>
 
 
 		<h2>方法</h2>
-		<p>请参阅其基类[page:Camera]来查看共有属性。</p>
+		<p>共有方法请参见其基类[page:Camera]。</p>
 
 		<h3>[method:null clearViewOffset]()</h3>
 		<p>清除任何由[page:PerspectiveCamera.setViewOffset .setViewOffset]设置的偏移量。</p>
@@ -184,16 +184,14 @@ camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
 
 		<h3>[method:null updateProjectionMatrix]()</h3>
 		<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。
-
 		</p>
 
-		<h3>[method:JSON toJSON]()</h3>
+		<h3>[method:Object toJSON]([param:object meta])</h3>
 		<p>
-
-				使用JSON格式来返回摄像机数据
-			</p>
+		meta -- 包含有元数据的对象,例如对象后代中的纹理或图像<br />
+		将摄像机转换为 three.js [link:https://github.com/mrdoob/three.js/wiki/JSON-Object-Scene-format-4 JSON Object/Scene format](three.js JSON 物体/场景格式)
+		</p>
 
 		<h2>源代码</h2>
 

+ 45 - 0
docs/api/zh/constants/Materials.html

@@ -94,6 +94,51 @@
 		[page:Constant MixOperation] 使用反射率来混和两种颜色。uses reflectivity to blend between the two colors.<br />
 		[page:Constant AddOperation] 用于对两种颜色进行相加。</p>
 
+		<h2>Stencil Functions</h2>
+		<code>
+		THREE.NeverStencilFunc
+		THREE.LessStencilFunc
+		THREE.EqualStencilFunc
+		THREE.LessEqualStencilFunc
+		THREE.GreaterStencilFunc
+		THREE.NotEqualStencilFunc
+		THREE.GreaterEqualStencilFunc
+		THREE.AlwaysStencilFunc
+		</code>
+		<p>
+		Which stencil function the material uses to determine whether or not to perform a stencil operation.<br />
+		[page:Materials NeverStencilFunc] will never return true.<br />
+		[page:Materials LessStencilFunc] will return true if the stencil reference value is less than the current stencil value.<br />
+		[page:Materials EqualStencilFunc] will return true if the stencil reference value is equal to the current stencil value.<br />
+		[page:Materials LessEqualStencilFunc] will return true if the stencil reference value is less than or equal to the current stencil value.<br />
+		[page:Materials GreaterStencilFunc] will return true if the stencil reference value is greater than the current stencil value.<br />
+		[page:Materials NotEqualStencilFunc] will return true if the stencil reference value is not equal to the current stencil value.<br />
+		[page:Materials GreaterEqualStencilFunc] will return true if the stencil reference value is greater than or equal to the current stencil value.<br />
+		[page:Materials AlwaysStencilFunc] will always return true.<br />
+		</p>
+
+		<h2>Stencil Operations</h2>
+		<code>
+		THREE.ZeroStencilOp
+		THREE.KeepStencilOp
+		THREE.ReplaceStencilOp
+		THREE.IncrementStencilOp
+		THREE.DecrementStencilOp
+		THREE.IncrementWrapStencilOp
+		THREE.DecrementWrapStencilOp
+		THREE.InvertStencilOp
+		</code>
+		<p>
+		Which stencil operation the material will perform on the stencil buffer pixel if the provided stencil function passes.<br />
+		[page:Materials ZeroStencilOp] will set the stencil value to 0.<br />
+		[page:Materials KeepStencilOp] will not change the current stencil value.<br />
+		[page:Materials ReplaceStencilOp] will replace the stencil value with the specified stencil reference value.<br />
+		[page:Materials IncrementStencilOp] will increment the current stencil value by 1.<br />
+		[page:Materials DecrementStencilOp] will decrement the current stencil value by 1.<br />
+		[page:Materials IncrementWrapStencilOp] will increment the current stencil value by 1. If the value increments past 255 it will be set to 0.<br />
+		[page:Materials DecrementWrapStencilOp] will increment the current stencil value by 1. If the value decrements below 0 it will be set to 255.<br />
+		[page:Materials InvertStencilOp] will perform a bitwise iversion of the current stencil value.<br />
+		</p>
 
 		<h2>源代码</h2>
 

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

@@ -84,12 +84,12 @@
 		Minification Filters</h2>
 	<code>
 		THREE.NearestFilter
-		THREE.NearestMipMapNearestFilter
-		THREE.NearestMipMapLinearFilter
+		THREE.NearestMipmapNearestFilter
+		THREE.NearestMipmapLinearFilter
 		THREE.LinearFilter
-		THREE.LinearMipMapNearestFilter
-		THREE.LinearMipMapLinearFilter
-		</code>
+		THREE.LinearMipmapNearestFilter
+		THREE.LinearMipmapLinearFilter
+	</code>
 
 	<p>
 		这些常量用于纹理的[page:Texture.minFilter minFilter]属性,它们定义了当被纹理化的像素映射到大于1纹理元素(texel)的区域时,将要使用的纹理缩小函数。<br /><br />
@@ -97,19 +97,19 @@
 		除了[page:constant NearestFilter] 和 [page:constant LinearFilter],
 		下面的四个函数也可以用于缩小:<br /><br />
 
-		[page:constant NearestMipMapNearestFilter]选择与被纹理化像素的尺寸最匹配的mipmap,并以[page:constant
+		[page:constant NearestMipmapNearestFilter]选择与被纹理化像素的尺寸最匹配的mipmap,并以[page:constant
 		NearestFilter](最靠近像素中心的纹理元素)为标准来生成纹理值。
 		<br /><br />
 
-		[page:constant NearestMipMapLinearFilter]选择与被纹理化像素的尺寸最接近的两个mipmap,并以[page:constant
+		[page:constant NearestMipmapLinearFilter]选择与被纹理化像素的尺寸最接近的两个mipmap,并以[page:constant
 		NearestFilter]为标准来从每个mipmap中生成纹理值。最终的纹理值是这两个值的加权平均值。
 		<br /><br />
 
-		[page:constant LinearMipMapNearestFilter]选择与被纹理化像素的尺寸最匹配的mipmap,并以[page:constant
+		[page:constant LinearMipmapNearestFilter]选择与被纹理化像素的尺寸最匹配的mipmap,并以[page:constant
 		LinearFilter](最靠近像素中心的四个纹理元素的加权平均值)为标准来生成纹理值。
 		<br /><br />
 
-		[page:constant LinearMipMapLinearFilter]是默认值,它选择与被纹理化像素的尺寸最接近的两个mipmap,并以[page:constant
+		[page:constant LinearMipmapLinearFilter]是默认值,它选择与被纹理化像素的尺寸最接近的两个mipmap,并以[page:constant
 		LinearFilter]为标准来从每个mipmap中生成纹理值。最终的纹理值是这两个值的加权平均值。<br /><br />
 
 		请查看示例:[example:webgl_materials_texture_filters materials / texture / filters]。

+ 1 - 1
docs/api/zh/core/Clock.html

@@ -11,7 +11,7 @@
 		<h1>[name]</h1>
 		<p class="desc">
 			该对象用于跟踪时间。如果[link:https://developer.mozilla.org/en-US/docs/Web/API/Performance/now performance.now]可用,则
-			Clock 对象通过该方法实现,否则通过歉精准的[link:https://developer.mozilla.org/en/docs/Web/JavaScript/Reference/Global_Objects/Date/now Date.now]实现。
+			Clock 对象通过该方法实现,否则回落到使用略欠精准的[link:https://developer.mozilla.org/en/docs/Web/JavaScript/Reference/Global_Objects/Date/now Date.now]实现。
 		</p>
 
 

+ 3 - 1
docs/api/zh/core/Geometry.html

@@ -318,7 +318,9 @@
 		</p>
 
 		<h3>[method:JSON toJSON] ( )</h3>
-		<p> 将 Geometry 对象数据转为  JSON 格式。</p>
+		<p> 将 Geometry 对象转为  JSON 格式。<br />
+			将几何体转换为 three.js [link:https://github.com/mrdoob/three.js/wiki/JSON-Object-Scene-format-4 JSON Object/Scene format](three.js JSON 物体/场景格式)。
+		</p>
 
 		<h3>[method:Geometry translate] ( [param:Float x], [param:Float y], [param:Float z] )</h3>
 		<p>

+ 1 - 1
docs/api/zh/core/InterleavedBufferAttribute.html

@@ -51,7 +51,7 @@
 
 		<h3>[property:Boolean normalized]</h3>
 		<p>
-			默认值为 *true*。
+			默认值为 *false*。
 		</p>
 
 		<h3>[property:Boolean isInterleavedBufferAttribute]</h3>

+ 11 - 3
docs/api/zh/core/Object3D.html

@@ -206,6 +206,10 @@
 	<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:this attach]( [param:Object3D object] )</h3>
+	<p>将*object*作为子级来添加到该对象中,同时保持该object的世界变换。</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 />
@@ -216,7 +220,10 @@
 	<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。
+
+		请注意,事件监听器和用户定义的回调函数([page:.onAfterRender] 和 [page:.onBeforeRender])不会被复制。
 	</p>
 
 	<h3>[method:Object3D getObjectById]( [param:Integer id] )</h3>
@@ -356,12 +363,13 @@
 	<p>
 		q -- 标准化的四元数。<br /><br />
 
-将所给的四元数复制到[page:.quaternion]中。
+		将所给的四元数复制到[page:.quaternion]中。
 	</p>
 
-	<h3>[method:null toJSON]( [param:Quaternion q] )</h3>
+	<h3>[method:Object toJSON]( [param:object meta] )</h3>
 	<p>
-		将这个对象转换为JSON格式。
+		meta -- 包含有元数据的对象,例如该对象的材质、纹理或图片。
+		将对象转换为 three.js [link:https://github.com/mrdoob/three.js/wiki/JSON-Object-Scene-format-4 JSON Object/Scene format](three.js JSON 物体/场景格式)。
 	</p>
 
 	<h3>[method:this translateOnAxis]( [param:Vector3 axis], [param:Float distance] )</h3>

+ 3 - 3
docs/api/zh/core/Raycaster.html

@@ -149,7 +149,7 @@
 		[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>
-			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>
+			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>
 		<code>
@@ -162,7 +162,7 @@
 			[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。<br />
-			[page:Vector2 uv2] - Second set of U,V coordinates at point of intersection
+			[page:Vector2 uv2] —— Second set of U,V coordinates at point of intersection
 		</p>
 		<p>
 			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。
@@ -178,7 +178,7 @@
 		<p>
 		[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;)。
+		[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>
 			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。

+ 1 - 1
docs/api/zh/core/bufferAttributeTypes/BufferAttributeTypes.html

@@ -31,7 +31,7 @@
 
 		<h2>构造函数</h2>
 
-		所有上述内容都以相同的方式调用。
+		<p>所有上述内容都以相同的方式调用。</p>
 		<h3>TypedBufferAttribute( [param:Array array], [param:Integer itemSize], [param:Boolean normalized] )</h3>
 		<p>
 			array -- 这可以是类型化或非类型化的(普通)数组。它将被转换为指定的类型。<br /><br />

+ 2 - 2
docs/api/zh/extras/ShapeUtils.html

@@ -21,7 +21,7 @@
 
 		<h3>[method:Number area]( contour )</h3>
 		<p>
-		contour -- 2D多边形。<br /><br />
+		contour -- 2D多边形,一个THREE.Vector2()数组。<br /><br />
 
 		计算(2D)轮廓多边形的面积。<br /><br />
 
@@ -39,7 +39,7 @@
 		<h3>[method:Array triangulateShape]( contour, holes )</h3>
 		<p>
 		contour -- 2D多边形。<br />
-		holes -- 洞数组<br /><br />
+		holes -- 洞数组<br /><br />
 
 		由[page:ExtrudeGeometry ExtrudeGeometry]和[page:ShapeGeometry ShapeGeometry]内部使用以计算带孔的形状中的面。
 		</p>

+ 2 - 2
docs/api/zh/extras/core/CurvePath.html

@@ -28,7 +28,7 @@
 
 
 		<h2>属性</h2>
-		<p>请参阅其基类[page:Curve]来了解共有属性。</p>
+		<p>共有属性请参见其基类[page:Curve]。</p>
 
 		<h3>[property:array curves]</h3>
 		<p>[page:Curve Curves]数组。</p>
@@ -41,7 +41,7 @@
 
 
 		<h2>方法</h2>
-		<p>请参阅其基类[page:Curve]来了解共有方法。</p>
+		<p>共有方法请参见其基类[page:Curve]。</p>
 
 		<h3>[method:null add]( [param:Curve curve] )</h3>
 		<p>添加一条曲线到[page:.curves]数组中。</p>

+ 3 - 3
docs/api/zh/extras/core/Path.html

@@ -8,7 +8,7 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		[page:CurvePath] &rarr;
+		[page:Curve] &rarr; [page:CurvePath] &rarr;
 
 		<h1>路径([name])</h1>
 
@@ -50,14 +50,14 @@
 
 
 		<h2>属性</h2>
-		<p>请参阅其基类[page:CurvePath]来了解共有属性。</p>
+		<p>共有属性请参见其基类[page:CurvePath]。</p>
 
 		<h3>[property:array currentPoint]</h3>
 		<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>方法</h2>
-		<p>请参阅其基类[page:CurvePath]来了解共有方法。</p>
+		<p>共有方法请参见其基类[page:CurvePath]。</p>
 
 		<h3>[method:null absarc]( [param:Float x], [param:Float y], [param:Float radius], [param:Float startAngle], [param:Float endAngle], [param:Float clockwise] )</h3>
 		<p>

+ 3 - 3
docs/api/zh/extras/core/Shape.html

@@ -8,7 +8,7 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		[page:Path] &rarr;
+		[page:Curve] &rarr; [page:CurvePath] &rarr; [page:Path] &rarr;
 
 		<h1>形状([name])</h1>
 
@@ -59,7 +59,7 @@
 
 
 		<h2>属性</h2>
-		<p>请参阅其基类[page:Path]来了解共有属性。</p>
+		<p>共有属性请参见其基类[page:Path]。</p>
 
 		<h3>[property:String uuid]</h3>
 		<p>
@@ -70,7 +70,7 @@
 		<p>一个[page:Path paths]数组,定义了形状上的孔洞。</p>
 
 		<h2>方法</h2>
-		<p>请参阅其基类[page:Path]来了解共有方法。</p>
+		<p>共有方法请参见其基类[page:Path]。</p>
 
 		<h3>[method:Array extractPoints]( [param:Integer divisions] )</h3>
 		<p>

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

@@ -8,7 +8,7 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		[page:CurvePath] &rarr;
+		[page:Curve] &rarr; [page:CurvePath] &rarr;
 
 		<h1>形状路径([name])</h1>
 

+ 2 - 2
docs/api/zh/extras/curves/ArcCurve.html

@@ -8,14 +8,14 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		[page:EllipseCurve] &rarr;
+		[page:Curve] &rarr; [page:EllipseCurve] &rarr;
 
 		<h1>弧线([name])</h1>
 
 		<p class="desc">[page:EllipseCurve]的别名</p>
 
 		<h2>属性</h2>
-		<p>请参阅[page:EllipseCurve]来了解共有属性。</p>
+		<p>共有属性请参见其基类[page:EllipseCurve]。</p>
 
 		<h3>[property:Boolean isArcCurve]</h3>
 		<p>

+ 2 - 2
docs/api/zh/extras/curves/CatmullRomCurve3.html

@@ -52,7 +52,7 @@ var curveObject = new THREE.Line( geometry, material );
 
 
 		<h2>属性</h2>
-		<p>请参阅其基类[page:Curve]来了解共有属性。</p>
+		<p>共有属性请参见其基类[page:Curve]。</p>
 
 		<h3>[property:Boolean isCatmullRomCurve3]</h3>
 		<p>
@@ -75,7 +75,7 @@ var curveObject = new THREE.Line( geometry, material );
 
 
 		<h2>方法</h2>
-		<p>请参阅其基类[page:Curve]来了解共有方法。</p>
+		<p>共有方法请参见其基类[page:Curve]。</p>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>

+ 2 - 2
docs/api/zh/extras/curves/CubicBezierCurve.html

@@ -49,7 +49,7 @@ var curveObject = new THREE.Line( geometry, material );
 		</p>
 
 		<h2>属性</h2>
-		<p>请参阅其基类[page:Curve]来了解共有属性。</p>
+		<p>共有属性请参见其基类[page:Curve]。</p>
 
 		<h3>[property:Boolean isCubicBezierCurve]</h3>
 		<p>
@@ -73,7 +73,7 @@ var curveObject = new THREE.Line( geometry, material );
 
 
 		<h2>方法</h2>
-		<p>请参阅其基类[page:Curve]来了解共有方法。</p>
+		<p>共有方法请参见其基类[page:Curve]。</p>
 
 		<h2>源代码</h2>
 

+ 2 - 2
docs/api/zh/extras/curves/CubicBezierCurve3.html

@@ -50,7 +50,7 @@ var curveObject = new THREE.Line( geometry, material );
 		</p>
 
 		<h2>属性</h2>
-		<p>请参阅其基类[page:Curve]来了解共有属性。</p>
+		<p>共有属性请参见其基类[page:Curve]。</p>
 
 		<h3>[property:Boolean isCubicBezierCurve3]</h3>
 		<p>
@@ -73,7 +73,7 @@ var curveObject = new THREE.Line( geometry, material );
 
 
 		<h2>方法</h2>
-		<p>请参阅其基类[page:Curve]来了解共有方法。</p>
+		<p>共有方法请参见其基类[page:Curve]。</p>
 
 		<h2>源代码</h2>
 

+ 2 - 2
docs/api/zh/extras/curves/EllipseCurve.html

@@ -55,7 +55,7 @@ var ellipse = new THREE.Line( geometry, material );
 		</p>
 
 		<h2>属性</h2>
-		<p>请参阅其基类[page:Curve]来了解共有属性。</p>
+		<p>共有属性请参见其基类[page:Curve]。</p>
 
 		<h3>[property:Boolean isEllipseCurve]</h3>
 		<p>
@@ -89,7 +89,7 @@ var ellipse = new THREE.Line( geometry, material );
 		<p>以弧度表示,椭圆在X轴正方向逆时针的旋转角度(可选),默认值为*0*。</p>
 
 		<h2>方法</h2>
-		<p>请参阅其基类[page:Curve]来了解共有方法。</p>
+		<p>共有方法请参见其基类[page:Curve]。</p>
 
 		<h2>源代码</h2>
 

+ 2 - 2
docs/api/zh/extras/curves/LineCurve.html

@@ -25,7 +25,7 @@
 
 
 		<h2>属性</h2>
-		<p>请参阅其基类[page:Curve]来了解共有属性。</p>
+		<p>共有属性请参见其基类[page:Curve]。</p>
 
 		<h3>[property:Boolean isLineCurve]</h3>
 		<p>
@@ -42,7 +42,7 @@
 		<p>终点</p>
 
 		<h2>方法</h2>
-		<p>请参阅其基类[page:Curve]来了解共有方法。</p>
+		<p>共有方法请参见其基类[page:Curve]。</p>
 
 
 		<h2>源代码</h2>

+ 2 - 2
docs/api/zh/extras/curves/LineCurve3.html

@@ -25,7 +25,7 @@
 
 
 		<h2>属性</h2>
-		<p>请参阅其基类[page:Curve]来了解共有属性。</p>
+		<p>共有属性请参见其基类[page:Curve]。</p>
 
 		<h3>[property:Boolean isLineCurve3]</h3>
 		<p>
@@ -42,7 +42,7 @@
 		<p>终点</p>
 
 		<h2>方法</h2>
-		<p>请参阅其基类[page:Curve]来了解共有方法。</p>
+		<p>共有方法请参见其基类[page:Curve]。</p>
 
 		<h2>源代码</h2>
 

+ 2 - 2
docs/api/zh/extras/curves/QuadraticBezierCurve.html

@@ -48,7 +48,7 @@ var curveObject = new THREE.Line( geometry, material );
 
 
 		<h2>属性</h2>
-		<p>请参阅其基类[page:Curve]来了解共有属性。</p>
+		<p>共有属性请参见其基类[page:Curve]。</p>
 
 		<h3>[property:Boolean isQuadraticBezierCurve]</h3>
 		<p>
@@ -68,7 +68,7 @@ var curveObject = new THREE.Line( geometry, material );
 		<p>终点</p>
 
 		<h2>方法</h2>
-		<p>请参阅其基类[page:Curve]来了解共有方法。</p>
+		<p>共有方法请参见其基类[page:Curve]。</p>
 
 		<h2>源代码</h2>
 

+ 2 - 2
docs/api/zh/extras/curves/QuadraticBezierCurve3.html

@@ -49,7 +49,7 @@ var curveObject = new THREE.Line( geometry, material );
 
 
 		<h2>属性</h2>
-		<p>请参阅其基类[page:Curve]来了解共有属性。</p>
+		<p>共有属性请参见其基类[page:Curve]。</p>
 
 		<h3>[property:Boolean isQuadraticBezierCurve3]</h3>
 		<p>
@@ -68,7 +68,7 @@ var curveObject = new THREE.Line( geometry, material );
 		<p>终点</p>
 
 		<h2>方法</h2>
-		<p>请参阅其基类[page:Curve]来了解共有方法。</p>
+		<p>共有方法请参见其基类[page:Curve]。</p>
 
 		<h2>源代码</h2>
 

+ 2 - 2
docs/api/zh/extras/curves/SplineCurve.html

@@ -45,7 +45,7 @@ var splineObject = new THREE.Line( geometry, material );
 
 
 		<h2>属性</h2>
-		<p>请参阅其基类[page:Curve]来了解共有属性。</p>
+		<p>共有属性请参见其基类[page:Curve]。</p>
 
 		<h3>[property:Boolean isSplineCurve]</h3>
 		<p>
@@ -60,7 +60,7 @@ var splineObject = new THREE.Line( geometry, material );
 
 
 		<h2>方法</h2>
-		<p>请参阅其基类[page:Curve]来了解共有方法。</p>
+		<p>共有方法请参见其基类[page:Curve]。</p>
 
 
 

+ 2 - 2
docs/api/zh/geometries/BoxBufferGeometry.html

@@ -54,7 +54,7 @@
 		</p>
 
 		<h2>属性</h2>
-		<p>常用属性请参见基类[page:BufferGeometry]。</p>
+		<p>共有属性请参见其基类[page:BufferGeometry]。</p>
 
 		<h3>[property:Object parameters]</h3>
 		<p>
@@ -71,7 +71,7 @@
  		</p>
 
 		<h2>方法(Methods)</h2>
-		<p>常用方法请参见基类[page:BufferGeometry]。</p>
+		<p>共有方法请参见其基类[page:BufferGeometry]。</p>
 
 		<h2>源代码</h2>
 

+ 2 - 2
docs/api/zh/geometries/BoxGeometry.html

@@ -54,7 +54,7 @@
 		</p>
 
 		<h2>属性</h2>
-		<p>常用属性请参见基类[page:Geometry]。</p>
+		<p>共有属性请参见其基类[page:Geometry]。</p>
 
 		<h3>[property:Object parameters]</h3>
 		<p>
@@ -71,7 +71,7 @@
  		</p>
 
 		<h2>方法(Methods)</h2>
-		<p>常用方法请参见基类[page:Geometry]。</p>
+		<p>共有方法请参见其基类[page:Geometry]。</p>
 
 		<h2>源代码</h2>
 

+ 2 - 2
docs/api/zh/geometries/CircleBufferGeometry.html

@@ -52,7 +52,7 @@
 		</p>
 
 		<h2>属性</h2>
-		<p>常用属性请参见基类[page:BufferGeometry]。</p>
+		<p>共有属性请参见其基类[page:BufferGeometry]。</p>
 
 		<h3>[property:Object parameters]</h3>
 		<p>
@@ -60,7 +60,7 @@
 		</p>
 
 		<h2>方法(Methods)</h2>
-		<p>常用方法请参见基类[page:BufferGeometry]。</p>
+		<p>共有方法请参见其基类[page:BufferGeometry]。</p>
 
 		<h2>源代码</h2>
 

+ 2 - 2
docs/api/zh/geometries/CircleGeometry.html

@@ -54,7 +54,7 @@
 		</p>
 
 		<h2>属性</h2>
-		<p>常用属性请参见基类[page:Geometry]。</p>
+		<p>共有属性请参见其基类[page:Geometry]。</p>
 
 		<h3>[property:Object parameters]</h3>
 		<p>
@@ -62,7 +62,7 @@
 		</p>
 
 		<h2>方法(Methods)</h2>
-		<p>常用方法请参见基类[page:Geometry]。</p>
+		<p>共有方法请参见其基类[page:Geometry]。</p>
 
 		<h2>源代码</h2>
 

+ 2 - 2
docs/api/zh/geometries/ConeBufferGeometry.html

@@ -54,7 +54,7 @@
 		</p>
 
 		<h2>属性</h2>
-		<p>常用属性请参见基类[page:CylinderBufferGeometry]。</p>
+		<p>共有属性请参见其基类[page:CylinderBufferGeometry]。</p>
 
 		<h3>[property:Object parameters]</h3>
 		<p>
@@ -62,7 +62,7 @@
 		</p>
 
 		<h2>方法(Methods)</h2>
-		<p>常用方法请参见基类[page:CylinderBufferGeometry]。</p>
+		<p>共有方法请参见其基类[page:CylinderBufferGeometry]。</p>
 
 		<h2>源代码</h2>
 

+ 2 - 2
docs/api/zh/geometries/ConeGeometry.html

@@ -54,7 +54,7 @@
 		</p>
 
 		<h2>属性</h2>
-		<p>常用属性请参见基类[page:CylinderGeometry]。</p>
+		<p>共有属性请参见其基类[page:CylinderGeometry]。</p>
 
 		<h3>[property:Object parameters]</h3>
 		<p>
@@ -62,7 +62,7 @@
 		</p>
 
 		<h2>方法(Methods)</h2>
-		<p>常用方法请参见基类[page:Geometry]。</p>
+		<p>共有方法请参见其基类[page:Geometry]。</p>
 
 		<h2>Source</h2>
 

+ 2 - 2
docs/api/zh/geometries/CylinderBufferGeometry.html

@@ -55,7 +55,7 @@
 		</p>
 
 		<h2>属性</h2>
-		<p>常用属性请参见基类[page:BufferGeometry]。</p>
+		<p>共有属性请参见其基类[page:BufferGeometry]。</p>
 
 		<h3>[property:Object parameters]</h3>
 		<p>
@@ -63,7 +63,7 @@
 		</p>
 
 		<h2>方法(Methods)</h2>
-		<p>常用方法请参见基类[page:BufferGeometry]。</p>
+		<p>共有方法请参见其基类[page:BufferGeometry]。</p>
 
 		<h2>源代码</h2>
 

+ 2 - 2
docs/api/zh/geometries/CylinderGeometry.html

@@ -55,7 +55,7 @@
 		</p>
 
 		<h2>属性</h2>
-		<p>常用属性请参见基类[page:Geometry]。</p>
+		<p>共有属性请参见其基类[page:Geometry]。</p>
 
 		<h3>[property:Object parameters]</h3>
 		<p>
@@ -63,7 +63,7 @@
 		</p>
 
 		<h2>方法(Methods)</h2>
-		<p>常用方法请参见基类[page:Geometry]。</p>
+		<p>共有方法请参见其基类[page:Geometry]。</p>
 
 		<h2>源代码</h2>
 

+ 2 - 2
docs/api/zh/geometries/DodecahedronBufferGeometry.html

@@ -41,7 +41,7 @@
 		</p>
 
 		<h2>属性</h2>
-		<p>常用属性请参见基类[page:PolyhedronBufferGeometry]。</p>
+		<p>共有属性请参见其基类[page:PolyhedronBufferGeometry]。</p>
 
 		<h3>[property:Object parameters]</h3>
 		<p>
@@ -49,7 +49,7 @@
 		</p>
 
 		<h2>方法(Methods)</h2>
-		<p>常用方法请参见基类[page:PolyhedronBufferGeometry]。</p>
+		<p>共有方法请参见其基类[page:PolyhedronBufferGeometry]。</p>
 
 		<h2>源代码</h2>
 

+ 2 - 2
docs/api/zh/geometries/DodecahedronGeometry.html

@@ -42,7 +42,7 @@
 	</p>
 
 	<h2>属性</h2>
-	<p>常用属性请参见基类[page:Geometry]。</p>
+	<p>共有属性请参见其基类[page:Geometry]。</p>
 
 	<h3>[property:Object parameters]</h3>
 	<p>
@@ -50,7 +50,7 @@
 	</p>
 
 	<h2>方法(Methods)</h2>
-	<p>常用方法请参见基类[page:Geometry]。</p>
+	<p>共有方法请参见其基类[page:Geometry]。</p>
 
 	<h2>源代码</h2>
 

+ 2 - 2
docs/api/zh/geometries/EdgesGeometry.html

@@ -34,7 +34,7 @@ scene.add( line );
 		</p>
 
 		<h2>属性</h2>
-		<p>常用属性请参见基类[page:BufferGeometry]。</p>
+		<p>共有属性请参见其基类[page:BufferGeometry]。</p>
 
 		<h3>[property:Object parameters]</h3>
 		<p>
@@ -42,7 +42,7 @@ scene.add( line );
 		</p>
 
 		<h2>方法(Methods)</h2>
-		<p>常用方法请参见基类[page:BufferGeometry]。</p>
+		<p>共有方法请参见其基类[page:BufferGeometry]。</p>
 
 		<h2>源代码</h2>
 

+ 4 - 2
docs/api/zh/geometries/ExtrudeBufferGeometry.html

@@ -51,6 +51,7 @@
 			bevelEnabled: true,
 			bevelThickness: 1,
 			bevelSize: 1,
+			bevelOffset: 0,
 			bevelSegments: 1
 		};
 
@@ -76,6 +77,7 @@
 				<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>bevelOffset — float. Distance from the shape outline that the bevel starts. Default is 0.</li>
 				<li>bevelSegments — int。斜角的分段层数,默认值为3。</li>
 				<li>extrudePath — THREE.Curve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>
@@ -92,7 +94,7 @@
 		</p>
 
 		<h2>属性</h2>
-		<p>常用属性请参见基类[page:BufferGeometry]。</p>
+		<p>共有属性请参见其基类[page:BufferGeometry]。</p>
 
 		<h3>[property:Object parameters]</h3>
 		<p>
@@ -100,7 +102,7 @@
 		</p>
 
 		<h2>方法(Methods)</h2>
-		<p>常用方法请参见基类[page:BufferGeometry]。</p>
+		<p>共有方法请参见其基类[page:BufferGeometry]。</p>
 
 		<h2>源代码</h2>
 

+ 5 - 4
docs/api/zh/geometries/ExtrudeGeometry.html

@@ -51,6 +51,7 @@
 			bevelEnabled: true,
 			bevelThickness: 1,
 			bevelSize: 1,
+			bevelOffset: 0,
 			bevelSegments: 1
 		};
 
@@ -70,12 +71,12 @@
 
 			<ul>
 				<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>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>bevelOffset — float. Distance from the shape outline that the bevel starts. Default is 0.</li>
 				<li>bevelSegments — int。斜角的分段层数,默认值为3。</li>
 				<li>extrudePath — THREE.Curve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>
@@ -92,7 +93,7 @@
 		</p>
 
 		<h2>属性</h2>
-		<p>常用属性请参见基类[page:Geometry]。</p>
+		<p>共有属性请参见其基类[page:Geometry]。</p>
 
 		<h3>[property:Object parameters]</h3>
 		<p>
@@ -100,7 +101,7 @@
 		</p>
 
 		<h2>方法(Methods)</h2>
-		<p>常用方法请参见基类[page:Geometry]。</p>
+		<p>共有方法请参见其基类[page:Geometry]。</p>
 
 		<h2>源代码</h2>
 

+ 2 - 2
docs/api/zh/geometries/IcosahedronBufferGeometry.html

@@ -40,7 +40,7 @@
 		</p>
 
 		<h2>属性</h2>
-		<p>常用属性请参见基类[page:PolyhedronBufferGeometry]。</p>
+		<p>共有属性请参见其基类[page:PolyhedronBufferGeometry]。</p>
 
 		<h3>[property:Object parameters]</h3>
 		<p>
@@ -48,7 +48,7 @@
 		</p>
 
 		<h2>方法(Methods)</h2>
-		<p>常用方法请参见基类[page:PolyhedronBufferGeometry]。</p>
+		<p>共有方法请参见其基类[page:PolyhedronBufferGeometry]。</p>
 
 		<h2>源代码</h2>
 

+ 2 - 2
docs/api/zh/geometries/IcosahedronGeometry.html

@@ -41,7 +41,7 @@
 		</p>
 
 		<h2>属性</h2>
-		<p>常用属性请参见基类[page:Geometry]。</p>
+		<p>共有属性请参见其基类[page:Geometry]。</p>
 
 		<h3>[property:Object parameters]</h3>
 		<p>
@@ -49,7 +49,7 @@
 		</p>
 
 		<h2>方法(Methods)</h2>
-		<p>常用方法请参见基类[page:Geometry]。</p>
+		<p>共有方法请参见其基类[page:Geometry]。</p>
 
 		<h2>源代码</h2>
 

+ 2 - 2
docs/api/zh/geometries/LatheBufferGeometry.html

@@ -59,7 +59,7 @@
 			</p>
 
 		<h2>属性</h2>
-		<p>常用属性请参见基类[page:BufferGeometry]。</p>
+		<p>共有属性请参见其基类[page:BufferGeometry]。</p>
 
 		<h3>[property:Object parameters]</h3>
 		<p>
@@ -67,7 +67,7 @@
 		</p>
 
 		<h2>方法(Methods)</h2>
-		<p>常用方法请参见基类[page:BufferGeometry]。</p>
+		<p>共有方法请参见其基类[page:BufferGeometry]。</p>
 
 		<h2>源代码</h2>
 

+ 2 - 2
docs/api/zh/geometries/LatheGeometry.html

@@ -59,7 +59,7 @@
 		</p>
 
 		<h2>属性</h2>
-		<p>常用属性请参见基类[page:Geometry]。</p>
+		<p>共有属性请参见其基类[page:Geometry]。</p>
 
 		<h3>[property:Object parameters]</h3>
 		<p>
@@ -67,7 +67,7 @@
 		</p>
 
 		<h2>方法(Methods)</h2>
-		<p>常用方法请参见基类[page:Geometry]。</p>
+		<p>共有方法请参见其基类[page:Geometry]。</p>
 
 		<h2>源代码</h2>
 

+ 2 - 2
docs/api/zh/geometries/OctahedronBufferGeometry.html

@@ -40,7 +40,7 @@
 		</p>
 
 		<h2>属性</h2>
-		<p>常用属性请参见基类[page:PolyhedronBufferGeometry]。</p>
+		<p>共有属性请参见其基类[page:PolyhedronBufferGeometry]。</p>
 
 		<h3>[property:Object parameters]</h3>
 		<p>
@@ -49,7 +49,7 @@
 		</p>
 
 		<h2>方法(Methods)</h2>
-		<p>常用方法请参见基类[page:PolyhedronBufferGeometry]。</p>
+		<p>共有方法请参见其基类[page:PolyhedronBufferGeometry]。</p>
 
 		<h2>源代码</h2>
 

+ 2 - 2
docs/api/zh/geometries/OctahedronGeometry.html

@@ -43,7 +43,7 @@
 	</p>
 
 	<h2>属性</h2>
-	<p>常用属性请参见基类[page:Geometry]。</p>
+	<p>共有属性请参见其基类[page:Geometry]。</p>
 
 	<h3>[property:Object parameters]</h3>
 	<p>
@@ -51,7 +51,7 @@
 	</p>
 
 	<h2>方法(Methods)</h2>
-	<p>常用方法请参见基类[page:Geometry]。</p>
+	<p>共有方法请参见其基类[page:Geometry]。</p>
 
 	<h2>源代码</h2>
 

+ 2 - 2
docs/api/zh/geometries/ParametricBufferGeometry.html

@@ -53,7 +53,7 @@
 		</p>
 
 		<h2>属性</h2>
-		<p>常用属性请参见基类[page:BufferGeometry]。</p>
+		<p>共有属性请参见其基类[page:BufferGeometry]。</p>
 
 		<h3>[property:Object parameters]</h3>
 		<p>
@@ -61,7 +61,7 @@
 		</p>
 
 		<h2>方法(Methods)</h2>
-		<p>常用方法请参见基类[page:BufferGeometry]。</p>
+		<p>共有方法请参见其基类[page:BufferGeometry]。</p>
 
 		<h2>方法</h2>
 

+ 2 - 2
docs/api/zh/geometries/ParametricGeometry.html

@@ -54,7 +54,7 @@
 
 
 		<h2>属性</h2>
-		<p>常用属性请参见基类[page:Geometry]。</p>
+		<p>共有属性请参见其基类[page:Geometry]。</p>
 
 		<h3>[property:Object parameters]</h3>
 		<p>
@@ -62,7 +62,7 @@
 		</p>
 
 		<h2>方法(Methods)</h2>
-		<p>常用方法请参见基类[page:Geometry]。</p>
+		<p>共有方法请参见其基类[page:Geometry]。</p>
 
 		<h2>源代码</h2>
 

+ 3 - 3
docs/api/zh/geometries/PlaneBufferGeometry.html

@@ -51,7 +51,7 @@
 		</p>
 
 		<h2>属性</h2>
-		<p>常用属性请参见基类[page:BufferGeometry]。</p>
+		<p>共有属性请参见其基类[page:BufferGeometry]。</p>
 
 		<h3>.parameters</h3>
 		<p>
@@ -59,9 +59,9 @@
 		</p>
 
 		<h2>方法(Methods)</h2>
-		<p>常用方法请参见基类[page:BufferGeometry]。</p>
+		<p>共有方法请参见其基类[page:BufferGeometry]。</p>
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/PlaneGeometry.js src/geometries/PlaneGeometry.js]
 	</body>

+ 2 - 2
docs/api/zh/geometries/PlaneGeometry.html

@@ -51,7 +51,7 @@
 		</p>
 
 		<h2>属性</h2>
-		<p>常用属性请参见基类[page:Geometry]。</p>
+		<p>共有属性请参见其基类[page:Geometry]。</p>
 
 		<h3>.parameters</h3>
 		<p>
@@ -59,7 +59,7 @@
 		</p>
 
 		<h2>方法(Methods)</h2>
-		<p>常用方法请参见基类[page:Geometry]。</p>
+		<p>共有方法请参见其基类[page:Geometry]。</p>
 
 		<h2>源代码</h2>
 

+ 2 - 2
docs/api/zh/geometries/PolyhedronBufferGeometry.html

@@ -49,7 +49,7 @@ var geometry = new THREE.PolyhedronBufferGeometry( verticesOfCube, indicesOfFace
 		</p>
 
 		<h2>属性</h2>
-		<p>常用属性请参见基类[page:BufferGeometry]。</p>
+		<p>共有属性请参见其基类[page:BufferGeometry]。</p>
 
 		<h3>[property:Object parameters]</h3>
 		<p>
@@ -57,7 +57,7 @@ var geometry = new THREE.PolyhedronBufferGeometry( verticesOfCube, indicesOfFace
 		</p>
 
 		<h2>方法(Methods)</h2>
-		<p>常用方法请参见基类[page:BufferGeometry]。</p>
+		<p>共有方法请参见其基类[page:BufferGeometry]。</p>
 
 		<h2>源代码</h2>
 

+ 2 - 2
docs/api/zh/geometries/PolyhedronGeometry.html

@@ -47,7 +47,7 @@ var geometry = new THREE.PolyhedronGeometry( verticesOfCube, indicesOfFaces, 6,
 		</p>
 
 		<h2>属性</h2>
-		<p>常用属性请参见基类[page:Geometry]。</p>
+		<p>共有属性请参见其基类[page:Geometry]。</p>
 
 		<h3>[property:Object parameters]</h3>
 		<p>
@@ -55,7 +55,7 @@ var geometry = new THREE.PolyhedronGeometry( verticesOfCube, indicesOfFaces, 6,
 		</p>
 
 		<h2>方法(Methods)</h2>
-		<p>常用方法请参见基类[page:Geometry]。</p>
+		<p>共有方法请参见其基类[page:Geometry]。</p>
 
 		<h2>源代码</h2>
 

+ 2 - 2
docs/api/zh/geometries/RingBufferGeometry.html

@@ -54,7 +54,7 @@
 
 
 		<h2>属性</h2>
-		<p>常用属性请参见基类[page:BufferGeometry]。</p>
+		<p>共有属性请参见其基类[page:BufferGeometry]。</p>
 
 		<h3>[property:Object parameters]</h3>
 		<p>
@@ -62,7 +62,7 @@
 		</p>
 
 		<h2>方法(Methods)</h2>
-		<p>常用方法请参见基类[page:BufferGeometry]。</p>
+		<p>共有方法请参见其基类[page:BufferGeometry]。</p>
 
 		<h2>源代码</h2>
 

+ 2 - 2
docs/api/zh/geometries/RingGeometry.html

@@ -53,7 +53,7 @@
 		</p>
 
 		<h2>属性</h2>
-		<p>常用属性请参见基类[page:Geometry]。</p>
+		<p>共有属性请参见其基类[page:Geometry]。</p>
 
 		<h3>[property:Object parameters]</h3>
 		<p>
@@ -61,7 +61,7 @@
 		</p>
 
 		<h2>方法(Methods)</h2>
-		<p>常用方法请参见基类[page:Geometry]。</p>
+		<p>共有方法请参见其基类[page:Geometry]。</p>
 
 		<h2>源代码</h2>
 

+ 2 - 2
docs/api/zh/geometries/ShapeBufferGeometry.html

@@ -65,7 +65,7 @@
 		</p>
 
 		<h2>属性</h2>
-		<p>常用属性请参见基类[page:BufferGeometry]。</p>
+		<p>共有属性请参见其基类[page:BufferGeometry]。</p>
 
 		<h3>[property:Object parameters]</h3>
 		<p>
@@ -73,7 +73,7 @@
 		</p>
 
 		<h2>方法(Methods)</h2>
-		<p>常用方法请参见基类[page:BufferGeometry]。</p>
+		<p>共有方法请参见其基类[page:BufferGeometry]。</p>
 
 		<h2>源代码</h2>
 

+ 2 - 2
docs/api/zh/geometries/ShapeGeometry.html

@@ -65,7 +65,7 @@
 		</p>
 
 		<h2>属性</h2>
-		<p>常用属性请参见基类[page:Geometry]。</p>
+		<p>共有属性请参见其基类[page:Geometry]。</p>
 
 		<h3>[property:Object parameters]</h3>
 		<p>
@@ -73,7 +73,7 @@
 		</p>
 
 		<h2>方法(Methods)</h2>
-		<p>常用方法请参见基类[page:Geometry]。</p>
+		<p>共有方法请参见其基类[page:Geometry]。</p>
 
 		<h2>源代码</h2>
 

+ 2 - 2
docs/api/zh/geometries/SphereBufferGeometry.html

@@ -61,7 +61,7 @@
 		</p>
 
 		<h2>属性</h2>
-		<p>常用属性请参见基类[page:BufferGeometry]。</p>
+		<p>共有属性请参见其基类[page:BufferGeometry]。</p>
 
 		<h3>.parameters</h3>
 		<p>
@@ -69,7 +69,7 @@
 		</p>
 
 		<h2>方法(Methods)</h2>
-		<p>常用方法请参见基类[page:BufferGeometry]。</p>
+		<p>共有方法请参见其基类[page:BufferGeometry]。</p>
 
 		<h2>源代码</h2>
 

+ 2 - 2
docs/api/zh/geometries/SphereGeometry.html

@@ -61,7 +61,7 @@
 		</p>
 
 		<h2>属性</h2>
-		<p>常用属性请参见基类[page:Geometry]。</p>
+		<p>共有属性请参见其基类[page:Geometry]。</p>
 
 		<h3>.parameters</h3>
 		<p>
@@ -69,7 +69,7 @@
 		</p>
 
 		<h2>方法(Methods)</h2>
-		<p>常用方法请参见基类[page:Geometry]。</p>
+		<p>共有方法请参见其基类[page:Geometry]。</p>
 
 		<h2>源代码</h2>
 

+ 3 - 3
docs/api/zh/geometries/TetrahedronBufferGeometry.html

@@ -8,7 +8,7 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		[page:PolyhedronBufferGeometry] &rarr;
+		[page:BufferGeometry] &rarr; [page:PolyhedronBufferGeometry] &rarr;
 
 		<h1>四面缓冲几何体([name])</h1>
 
@@ -41,7 +41,7 @@
 		</p>
 
 		<h2>属性</h2>
-		<p>常用属性请参见基类[page:PolyhedronBufferGeometry]。</p>
+		<p>共有属性请参见其基类[page:PolyhedronBufferGeometry]。</p>
 
 		<h3>[property:Object parameters]</h3>
 		<p>
@@ -49,7 +49,7 @@
 		</p>
 
 		<h2>方法(Methods)</h2>
-		<p>常用方法请参见基类[page:PolyhedronBufferGeometry]。</p>
+		<p>共有方法请参见其基类[page:PolyhedronBufferGeometry]。</p>
 
 		<h2>源代码</h2>
 

+ 2 - 2
docs/api/zh/geometries/TetrahedronGeometry.html

@@ -41,7 +41,7 @@
 		</p>
 
 		<h2>属性</h2>
-		<p>常用属性请参见基类[page:Geometry]。</p>
+		<p>共有属性请参见其基类[page:Geometry]。</p>
 
 		<h3>[property:Object parameters]</h3>
 		<p>
@@ -49,7 +49,7 @@
 		</p>
 
 		<h2>方法(Methods)</h2>
-		<p>常用方法请参见基类[page:Geometry]。</p>
+		<p>共有方法请参见其基类[page:Geometry]。</p>
 
 		<h2>源代码</h2>
 

+ 3 - 3
docs/api/zh/geometries/TextBufferGeometry.html

@@ -8,7 +8,7 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		[page:ExtrudeBufferGeometry] &rarr;
+		[page:BufferGeometry] &rarr; [page:ExtrudeBufferGeometry] &rarr;
 
 		<h1>文本缓冲几何体([name])</h1>
 
@@ -154,7 +154,7 @@
 		</table>
 
 		<h2>属性</h2>
-		<p>常用属性请参见基类[page:ExtrudeBufferGeometry]。</p>
+		<p>共有属性请参见其基类[page:ExtrudeBufferGeometry]。</p>
 
 		<h3>[property:Object parameters]</h3>
 		<p>
@@ -162,7 +162,7 @@
 		</p>
 
 		<h2>方法(Methods)</h2>
-		<p>常用方法请参见基类[page:ExtrudeBufferGeometry]。</p>
+		<p>共有方法请参见其基类[page:ExtrudeBufferGeometry]。</p>
 
 		<h2>源代码</h2>
 

+ 3 - 3
docs/api/zh/geometries/TextGeometry.html

@@ -8,7 +8,7 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		[page:ExtrudeGeometry] &rarr;
+		[page:Geometry] &rarr; [page:ExtrudeGeometry] &rarr;
 
 		<h1>文本几何体([name])</h1>
 
@@ -154,7 +154,7 @@
 		</table>
 
 		<h2>属性</h2>
-		<p>常用属性请参见基类[page:ExtrudeGeometry]。</p>
+		<p>共有属性请参见其基类[page:ExtrudeGeometry]。</p>
 
 		<h3>[property:Object parameters]</h3>
 		<p>
@@ -162,7 +162,7 @@
 		</p>
 
 		<h2>方法(Methods)</h2>
-		<p>常用方法请参见基类[page:ExtrudeGeometry]。</p>
+		<p>共有方法请参见其基类[page:ExtrudeGeometry]。</p>
 
 		<h2>源代码</h2>
 

+ 2 - 2
docs/api/zh/geometries/TorusBufferGeometry.html

@@ -52,7 +52,7 @@
 				</p>
 
 		<h2>属性</h2>
-		<p>常用属性请参见基类[page:BufferGeometry]。</p>
+		<p>共有属性请参见其基类[page:BufferGeometry]。</p>
 
 		<h3>.parameters</h3>
 		<p>
@@ -60,7 +60,7 @@
 		</p>
 
 		<h2>方法(Methods)</h2>
-		<p>常用方法请参见基类[page:BufferGeometry]。</p>
+		<p>共有方法请参见其基类[page:BufferGeometry]。</p>
 
 		<h2>源代码</h2>
 

+ 2 - 2
docs/api/zh/geometries/TorusGeometry.html

@@ -52,7 +52,7 @@
 		</p>
 
 		<h2>属性</h2>
-		<p>常用属性请参见基类[page:Geometry]。</p>
+		<p>共有属性请参见其基类[page:Geometry]。</p>
 
 		<h3>.parameters</h3>
 		<p>
@@ -60,7 +60,7 @@
 		</p>
 
 		<h2>方法(Methods)</h2>
-		<p>常用方法请参见基类[page:Geometry]。</p>
+		<p>共有方法请参见其基类[page:Geometry]。</p>
 
 		<h2>源代码</h2>
 

+ 3 - 3
docs/api/zh/geometries/TorusKnotBufferGeometry.html

@@ -55,15 +55,15 @@
 		</p>
 
 		<h2>属性</h2>
-		<p>常用属性请参见基类[page:BufferGeometry]。</p>
+		<p>共有属性请参见其基类[page:BufferGeometry]。</p>
 
 		<h3>.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。
+		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>方法(Methods)</h2>
-		<p>常用方法请参见基类[page:BufferGeometry]。</p>
+		<p>共有方法请参见其基类[page:BufferGeometry]。</p>
 
 		<h2>源代码</h2>
 

+ 2 - 2
docs/api/zh/geometries/TorusKnotGeometry.html

@@ -56,7 +56,7 @@
 		</p>
 
 		<h2>属性</h2>
-		<p>常用属性请参见基类[page:Geometry]。</p>
+		<p>共有属性请参见其基类[page:Geometry]。</p>
 
 		<h3>.parameters</h3>
 		<p>
@@ -64,7 +64,7 @@
 		</p>
 
 		<h2>方法(Methods)</h2>
-		<p>常用方法请参见基类[page:Geometry]。</p>
+		<p>共有方法请参见其基类[page:Geometry]。</p>
 
 		<h2>源代码</h2>
 

+ 2 - 2
docs/api/zh/geometries/TubeBufferGeometry.html

@@ -77,7 +77,7 @@
 
 
 		<h2>属性</h2>
-		<p>常用属性请参见基类[page:BufferGeometry]。</p>
+		<p>共有属性请参见其基类[page:BufferGeometry]。</p>
 
 		<h3>[property:Object parameters]</h3>
 		<p>
@@ -100,7 +100,7 @@
 		</p>
 
 		<h2>方法(Methods)</h2>
-		<p>常用方法请参见基类[page:BufferGeometry]。</p>
+		<p>共有方法请参见其基类[page:BufferGeometry]。</p>
 
 		<h2>源代码</h2>
 

+ 3 - 3
docs/api/zh/geometries/TubeGeometry.html

@@ -77,11 +77,11 @@
 
 
 		<h2>属性</h2>
-		<p>常用属性请参见基类[page:Geometry]。</p>
+		<p>共有属性请参见其基类[page:Geometry]。</p>
 
 		<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。
+		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>
@@ -100,7 +100,7 @@
 		</p>
 
 		<h2>方法(Methods)</h2>
-		<p>常用方法请参见基类[page:Geometry]。</p>
+		<p>共有方法请参见其基类[page:Geometry]。</p>
 
 		<h2>源代码</h2>
 

+ 4 - 2
docs/api/zh/geometries/WireframeGeometry.html

@@ -50,15 +50,17 @@ scene.add( line );
 		</code>
 
 		<h2>构造器</h2>
-		<p>常用属性请参见基类[page:BufferGeometry]。</p>
 
 		<h3>[name]( [param:Geometry geometry] )</h3>
 		<p>
 		geometry — 任意几何体对象。
 		</p>
 
+		<h2>属性</h2>
+		<p>共有属性请参见其基类[page:BufferGeometry]。</p>
+
 		<h2>方法(Methods)</h2>
-		<p>常用方法请参见基类[page:BufferGeometry]。</p>
+		<p>共有方法请参见其基类[page:BufferGeometry]。</p>
 
 		<h2>源代码</h2>
 

+ 1 - 1
docs/api/zh/helpers/ArrowHelper.html

@@ -69,7 +69,7 @@
 
 		<h3>[method:null setColor]([param:Color color])</h3>
 		<p>
-		color -- The desired color.<br /><br />
+		color -- 所需的颜色。<br /><br />
 
 		设置箭头辅助对象的颜色.
 		</p>

+ 1 - 1
docs/api/zh/helpers/AxesHelper.html

@@ -8,7 +8,7 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		[page:LineSegments] &rarr;
+		[page:Object3D] &rarr; [page:Line] &rarr; [page:LineSegments] &rarr;
 
 		<h1>[name]</h1>
 

+ 1 - 1
docs/api/zh/helpers/Box3Helper.html

@@ -8,7 +8,7 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		[page:LineSegments] &rarr;
+		[page:Object3D] &rarr; [page:Line] &rarr; [page:LineSegments] &rarr;
 
 		<h1>[name]</h1>
 

+ 7 - 6
docs/api/zh/helpers/BoxHelper.html

@@ -8,12 +8,13 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		[page:LineSegments] &rarr;
+		[page:Object3D] &rarr; [page:Line] &rarr; [page:LineSegments] &rarr;
 
 		<h1>[name]</h1>
 
 		<p class="desc">
-			用于展示对象世界轴心对齐的包围盒的辅助对象.
+			用于图形化地展示对象世界轴心对齐的包围盒的辅助对象。The actual bounding box is handled with [page:Box3], this is just a visual helper for debugging.
+			It can be automatically resized with the [page:BoxHelper.update] method when the object it's created from is transformed.
 
 			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.
@@ -28,10 +29,10 @@
 
 
 		<code>
-		var sphere = new THREE.SphereGeometry();
-		var object = new THREE.Mesh( sphere, new THREE.MeshBasicMaterial( 0xff0000 ) );
-		var box = new THREE.BoxHelper( object, 0xffff00 );
-		scene.add( box );
+			var sphere = new THREE.SphereGeometry();
+			var object = new THREE.Mesh( sphere, new THREE.MeshBasicMaterial( 0xff0000 ) );
+			var box = new THREE.BoxHelper( object, 0xffff00 );
+			scene.add( box );
 		</code>
 
 

+ 1 - 1
docs/api/zh/helpers/CameraHelper.html

@@ -8,7 +8,7 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		[page:LineSegments] &rarr;
+		[page:Object3D] &rarr; [page:Line] &rarr; [page:LineSegments] &rarr;
 
 		<h1>[name]</h1>
 

+ 1 - 1
docs/api/zh/helpers/FaceNormalsHelper.html

@@ -8,7 +8,7 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		[page:LineSegments] &rarr;
+		[page:Object3D] &rarr; [page:Line] &rarr; [page:LineSegments] &rarr;
 
 		<h1>[name]</h1>
 

+ 1 - 1
docs/api/zh/helpers/GridHelper.html

@@ -8,7 +8,7 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		[page:Line] &rarr;
+		[page:Object3D] &rarr; [page:Line] &rarr;
 
 		<h1>[name]</h1>
 

+ 1 - 1
docs/api/zh/helpers/PlaneHelper.html

@@ -8,7 +8,7 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		[page:LineSegments] &rarr;
+		[page:Object3D] &rarr; [page:Line] &rarr; [page:LineSegments] &rarr;
 
 		<h1>[name]</h1>
 

+ 1 - 1
docs/api/zh/helpers/PointLightHelper.html

@@ -8,7 +8,7 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		[page:Mesh] &rarr;
+		[page:Object3D] &rarr; [page:Mesh] &rarr;
 
 		<h1>[name]</h1>
 

+ 1 - 1
docs/api/zh/helpers/PolarGridHelper.html

@@ -8,7 +8,7 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		[page:Line] &rarr;
+		[page:Object3D] &rarr; [page:Line] &rarr;
 
 		<h1>[name]</h1>
 

+ 2 - 2
docs/api/zh/helpers/PositionalAudioHelper.html

@@ -43,7 +43,7 @@ positionalAudio.add( helper );
 
 
 		<h2>属性</h2>
-		<p>请参阅其基类[page:Object3D]来了解共有属性。</p>
+		<p>共有属性请参见其基类[page:Object3D]。</p>
 
 		<h3>[property:PositionalAudio audio]</h3>
 		<p>将会被可视化的[page:PositionalAudio]。</p>
@@ -58,7 +58,7 @@ positionalAudio.add( helper );
 		<p>方向锥外侧部分的分段数。</p>
 
 		<h2>方法</h2>
-		<p>请参阅其基类[page:Object3D]来了解共有方法。</p>
+		<p>共有方法请参见其基类[page:Object3D]。</p>
 
 		<h3>[method:null dispose]()</h3>
 		<p>废置这一辅助对象。</p>

+ 1 - 1
docs/api/zh/helpers/VertexNormalsHelper.html

@@ -8,7 +8,7 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		[page:Line] &rarr;
+		[page:Object3D] &rarr; [page:Line] &rarr;
 
 		<h1>[name]</h1>
 

+ 5 - 1
docs/api/zh/lights/Light.html

@@ -67,10 +67,14 @@
 		的值到当前光源对象中。
 		</p>
 
-		<h3>[method:JSON toJSON]( [param:String meta] )</h3>
+		<h3>[method:Object toJSON]( [param:object meta] )</h3>
 		<p>
 			以JSON格式返回光数据。
 		</p>
+		<p>
+			meta -- 包含有元数据的对象,例如该对象的材质、纹理或图片。
+			将该light对象转换为 three.js [link:https://github.com/mrdoob/three.js/wiki/JSON-Object-Scene-format-4 JSON Object/Scene format](three.js JSON 物体/场景格式)。
+		</p>
 
 		<h2>源码</h2>
 

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

@@ -19,7 +19,7 @@
 			<ul>
 				<li>不支持阴影。</li>
 				<li>只支持 [page:MeshStandardMaterial MeshStandardMaterial] 和 [page:MeshPhysicalMaterial MeshPhysicalMaterial] 两种材质。</li>
-				<li>你必须在你的场景中加入 [link:https://threejs.org/examples/js/lights/RectAreaLightUniformsLib.js RectAreaLightUniformsLib] 。</li>
+				<li>你必须在你的场景中加入 [link:https://threejs.org/examples/js/lights/RectAreaLightUniformsLib.js RectAreaLightUniformsLib] ,并调用*init()*。</li>
 			</ul>
 		</p>
 

+ 3 - 2
docs/api/zh/loaders/AnimationLoader.html

@@ -75,10 +75,11 @@
 		<h3>[method:Array parse]( [param:JSON json] )</h3>
 		<p>
 		[page:JSON json] — 请求 <br /><br />
-			TODO
+		Parse the JSON object and return an array of animation clips. Individual clips in the object will
+		be parsed with [page:AnimationClip.parse].
 		</p>
 
-		<h2>源</h2>
+		<h2>源代码</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>

+ 13 - 9
docs/api/zh/loaders/Loader.html

@@ -64,24 +64,28 @@
 		<h2>Handlers</h2>
 
 		<p>
-		TODO
+		*[name].Handlers* is a special object normally used by other loaders like [page:GLTFLoader] or [page:MTLLoader]. It provides an
+		API that allows the definition of special mappings: What loaders should be used in order to load specific files. A typical use case
+		is to overwrite the default loader for textures.<br /><br />
+	
+		Note: It's only possible to use *[name].Handlers* if the respective loader support the usage.
 		</p>
-
+	
 		<h3>[method:null add]( [param:Object regex], [param:Loader loader] )</h3>
 		<p>
-		[page:Object regex] — TODO<br />
-		[page:Loader loader] — TODO
+		[page:Object regex] — A regular expression.<br />
+		[page:Loader loader] — The loader.
 		<p>
-		TODO
+		Registers a loader with the given regular expression.
 		</p>
-
+	
 		<h3>[method:null get]( [param:String file] )</h3>
 		<p>
-		[page:String file] — TODO
+		[page:String file] — The file path.
 		<p>
-		TODO
+		Can be used to retrieve the registered loader for the given file path.
 		</p>
-
+		
 		<h2>Source</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]

+ 2 - 2
docs/api/zh/materials/LineBasicMaterial.html

@@ -53,7 +53,7 @@ var material = new THREE.LineBasicMaterial( {
 		</p>
 
 		<h2>属性(Properties)</h2>
-		<p>常用属性请参见基类[page:Material]。</p>
+		<p>共有属性请参见其基类[page:Material]。</p>
 
 		<h3>[property:Color color]</h3>
 		<p>材质的颜色([page:Color]),默认值为白色 (0xffffff)。</p>
@@ -86,7 +86,7 @@ var material = new THREE.LineBasicMaterial( {
 
 
 		<h2>方法(Methods)</h2>
-		<p>常用方法请参见基类[page:Material]。</p>
+		<p>共有方法请参见其基类[page:Material]。</p>
 
 		<h2>源码(Source)</h2>
 

+ 2 - 2
docs/api/zh/materials/LineDashedMaterial.html

@@ -42,7 +42,7 @@ var material = new THREE.LineDashedMaterial( {
 
 
 		<h2>属性(Properties)</h2>
-		<p>常用属性请参见基类[page:Material]。</p>
+		<p>共有属性请参见其基类[page:Material]。</p>
 
 		<h3>[property:Color color]</h3>
 		<p>材质的颜色([page:Color]),默认值为白色 (0xffffff)。</p>
@@ -74,7 +74,7 @@ var material = new THREE.LineDashedMaterial( {
 		<p>线条中虚线部分的占比。默认值为 *1*。</p>
 
 		<h2>方法(Methods)</h2>
-		<p>常用方法请参见基类[page:Material]。</p>
+		<p>共有方法请参见其基类[page:Material]。</p>
 
 
 

+ 43 - 4
docs/api/zh/materials/Material.html

@@ -102,6 +102,42 @@
     在绘制2D叠加时,将多个事物分层在一起而不创建z-index时,禁用深度写入会很有用。
 </p>
 
+
+<h3>[property:Boolean stencilWrite]</h3>
+<p>
+Whether rendering this material has any effect on the stencil buffer. Default is *false*.
+</p>
+
+<h3>[property:Boolean stencilFunc]</h3>
+<p>
+The stencil comparison function to use. Default is [page:Materials AlwaysStencilFunc]. See stencil function [page:Materials constants] for all possible values.
+</p>
+
+<h3>[property:Integer stencilRef]</h3>
+<p>
+The value to use when performing stencil comparisons or stencil operations. Default is *0*.
+</p>
+
+<h3>[property:Boolean stencilMask]</h3>
+<p>
+The bit mask to use when comparing against or writing to the stencil buffer. Default is *0xFF*.
+</p>
+
+<h3>[property:Integer stencilFail]</h3>
+<p>
+Which stencil operation to perform when the comparison function returns false. Default is [page:Materials KeepStencilOp]. See the stencil operations [page:Materials constants] for all possible values.
+</p>
+
+<h3>[property:Boolean stencilZFail]</h3>
+<p>
+Which stencil operation to perform when the comparison function returns true but the depth test fails. Default is [page:Materials KeepStencilOp]. See the stencil operations [page:Materials constants] for all possible values.
+</p>
+
+<h3>[property:Boolean stencilZPass]</h3>
+<p>
+Which stencil operation to perform when the comparison function returns true and the depth test passes. Default is [page:Materials KeepStencilOp]. See the stencil operations [page:Materials constants] for all possible values.
+</p>
+
 <h3>[property:Boolean flatShading]</h3>
 <p> 定义材质是否使用平面着色进行渲染。默认值为false。
 </p>
@@ -218,7 +254,9 @@
 </p>
 
 <h3>[property:Boolean vertexTangents]</h3>
-<p> TODO.
+<p>	Defines whether precomputed vertex tangents, which must be provided in a vec4 "tangent" attribute,
+    are used. When disabled, tangents are derived automatically. Using precomputed tangents will give
+    more accurate normal map details in some cases, such as with mirrored UVs. Default is false.
 </p>
 
 <h3>[property:Boolean visible]</h3>
@@ -252,9 +290,10 @@
     根据*values*设置属性。<br/>
 </p>
 
-<h3>[method:null toJSON]( [param:object meta] )</h3>
-<p> meta -- 包含元素,例如材质的纹理或图像。
-    将材质转换为three.js JSON格式。<br/>
+<h3>[method:Object toJSON]( [param:object meta] )</h3>
+<p>
+    meta -- 包含有元数据的对象,例如该对象的纹理或图片。
+    将material对象转换为 three.js [link:https://github.com/mrdoob/three.js/wiki/JSON-Object-Scene-format-4 JSON Object/Scene format](three.js JSON 物体/场景格式)。
 </p>
 
 <h2>源码(Source)</h2>

+ 2 - 2
docs/api/zh/materials/MeshBasicMaterial.html

@@ -44,7 +44,7 @@
 		</p>
 
 		<h2>属性(Properties)</h2>
-		<p>常用属性请参见基类[page:Material]。</p>
+		<p>共有属性请参见其基类[page:Material]。</p>
 
 		<h3>[property:Texture alphaMap]</h3>
 		<p> alpha贴图是一种灰度纹理,用于控制整个表面的不透明度(黑色:完全透明;白色:完全不透明)。默认值为null。<br /><br />
@@ -131,7 +131,7 @@
 		</p>
 
 		<h2>方法(Methods)</h2>
-		<p>常用方法请参见基类[page:Material]。</p>
+		<p>共有方法请参见其基类[page:Material]。</p>
 
 		<h2>源码(Source)</h2>
 

+ 2 - 2
docs/api/zh/materials/MeshDepthMaterial.html

@@ -40,7 +40,7 @@
 		</p>
 
 		<h2>属性(Properties)</h2>
-		<p>常用属性请参见基类[page:Material]。</p>
+		<p>共有属性请参见其基类[page:Material]。</p>
 
 		<h3>[property:Texture alphaMap]</h3>
 		<p>alpha贴图是一种灰度纹理,用于控制整个表面的不透明度(黑色:完全透明;白色:完全不透明)。默认值为null。<br /><br />
@@ -95,7 +95,7 @@
 		</p>
 
 		<h2>方法(Methods)</h2>
-		<p>常用方法请参见基类[page:Material]。</p>
+		<p>共有方法请参见其基类[page:Material]。</p>
 
 
 		<h2>源码(Source)</h2>

+ 6 - 3
docs/api/zh/materials/MeshDistanceMaterial.html

@@ -13,7 +13,10 @@
 		<h1>[name]</h1>
 
 		<p class="desc">
-			TODO
+			[name] is internally used for implementing shadow mapping with [page:PointLight]s.<br/><br/>
+
+			Can also be used to customize the shadow casting of an object by assigning an instance of [name] to [page:Object3D.customDistanceMaterial].
+			The following examples demonstrates this approach in order to ensure transparent parts of objects do no cast shadows.
 		</p>
 
 		<h2>Example</h2>
@@ -44,7 +47,7 @@
 		</p>
 
 		<h2>属性(Properties)</h2>
-		<p>常用属性请参见基类[page:Material]。</p>
+		<p>共有属性请参见其基类[page:Material]。</p>
 
 		<h3>[property:Texture alphaMap]</h3>
 		<p>alpha贴图是一种灰度纹理,用于控制整个表面的不透明度(黑色:完全透明;白色:完全不透明)。默认值为null。<br /><br />
@@ -102,7 +105,7 @@
 		<p>材质是否使用蒙皮。默认值为false。</p>
 
 		<h2>方法(Methods)</h2>
-		<p>常用方法请参见基类[page:Material]。</p>
+		<p>共有方法请参见其基类[page:Material]。</p>
 
 
 		<h2>源码(Source)</h2>

+ 2 - 2
docs/api/zh/materials/MeshLambertMaterial.html

@@ -50,7 +50,7 @@
 		</p>
 
 		<h2>属性(Properties)</h2>
-		<p>常用属性请参见基类[page:Material]。</p>
+		<p>共有属性请参见其基类[page:Material]。</p>
 
 		<h3>[property:Texture alphaMap]</h3>
 		<p>alpha贴图是一种灰度纹理,用于控制整个表面的不透明度(黑色:完全透明;白色:完全不透明)。默认值为null。<br /><br />
@@ -150,7 +150,7 @@
 		</p>
 
 		<h2>方法(Methods)</h2>
-		<p>常用方法请参见基类[page:Material]。</p>
+		<p>共有方法请参见其基类[page:Material]。</p>
 
 		<h2>源码(Source)</h2>
 

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