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zh doc: Sync with the en doc.

gogoend 6 年之前
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+ 1 - 1
docs/api/zh/cameras/ArrayCamera.html

@@ -8,7 +8,7 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		[page:PerspectiveCamera] &rarr;
+		[page:Object3D] &rarr; [page:Camera] &rarr; [page:PerspectiveCamera] &rarr;
 
 		<h1>摄像机阵列([name])</h1>
 

+ 31 - 47
docs/api/zh/lights/shadows/LightShadow.html

@@ -12,58 +12,17 @@
 		<h1>[name]</h1>
 
 		<p class="desc">
-			这在 [page:PointLight PointLights] 内部用于计算阴影,也可用作其他阴影类的基类
+			该类作为其他阴影类的基类来使用
 		</p>
 
 
-		<h2>例子</h2>
-		<p>
-			<code>
-//Create a WebGLRenderer and turn on shadows in the renderer
-var renderer = new THREE.WebGLRenderer();
-renderer.shadowMap.enabled = true;
-renderer.shadowMap.type = THREE.PCFSoftShadowMap; // default THREE.PCFShadowMap
-
-//Create a PointLight and turn on shadows for the light
-var light = new THREE.PointLight( 0xffffff, 1, 100 );
-light.position.set( 0, 10, 0 );
-light.castShadow = true;            // default false
-scene.add( light );
-
-//Set up shadow properties for the light
-light.shadow.mapSize.width = 512;  // default
-light.shadow.mapSize.height = 512; // default
-light.shadow.camera.near = 0.5;       // default
-light.shadow.camera.far = 500      // default
-
-//Create a sphere that cast shadows (but does not receive them)
-var sphereGeometry = new THREE.SphereBufferGeometry( 5, 32, 32 );
-var sphereMaterial = new THREE.MeshStandardMaterial( { color: 0xff0000 } );
-var sphere = new THREE.Mesh( sphereGeometry, sphereMaterial );
-sphere.castShadow = true; //default is false
-sphere.receiveShadow = false; //default
-scene.add( sphere );
-
-//Create a plane that receives shadows (but does not cast them)
-var planeGeometry = new THREE.PlaneBufferGeometry( 20, 20, 32, 32 );
-var planeMaterial = new THREE.MeshStandardMaterial( { color: 0x00ff00 } )
-var plane = new THREE.Mesh( planeGeometry, planeMaterial );
-plane.receiveShadow = true;
-scene.add( plane );
-
-//Create a helper for the shadow camera (optional)
-var helper = new THREE.CameraHelper( light.shadow.camera );
-scene.add( helper );
-			</code>
-		</p>
-
 		<h2>构造函数</h2>
 
 		<h3>[name]( [param:Camera camera] )</h3>
 		<p>
 		[page:Camera camera] - 在光的世界里<br /><br />
 
-			创建一个新的[name]。这不能直接调用的 - 它由[page:PointLight]在内部调用,或者由其他阴影用作基类。
+			创建一个新的[name]。这不能直接调用的 - 它由其他阴影用作基类。
 		</p>
 
 		<h2>属性</h2>
@@ -84,7 +43,6 @@ scene.add( helper );
 			使用内置摄像头生成的深度图;超出像素深度的位置在阴影中。在渲染期间内部计算。
 		</p>
 
-
 		<h3>[property:Vector2 mapSize]</h3>
 		<p>
 			一个[Page:Vector2]定义阴影贴图的宽度和高度。<br /><br />
@@ -113,9 +71,34 @@ scene.add( helper );
 
 
 		<h2>方法</h2>
+		
+		<h3>[method:Vector2 getFrameExtents]()</h3>
+		<p>
+		Used internally by the renderer to extend the shadow map to contain all viewports
+		</p>
+
+		<h3>[method:null updateMatrices]( [param:Light light], [param:Camera viewCamera], [param:number viewportIndex])</h3>
+		<p>
+		Update the matrices for the camera and shadow, used internally by the renderer.<br /><br />
+
+		light -- the light for which the shadow is being rendered.<br />
+		viewCamera -- the camera view for which the shadow is being rendered.<br />
+		viewportIndex -- calculates the matrix for this viewport
+		</p>
+
+		<h3>[method:Frustum getFrustum]()</h3>
+		<p>
+		Gets the shadow cameras frustum. Used internally by the renderer to cull objects.
+		</p>
+
+		<h3>[method:number getViewportCount]()</h3>
+		<p>
+		Used internally by the renderer to get the number of viewports that need to be rendered for this shadow.
+		</p>
+
 		<h3>[method:LightShadow copy]( [param:LightShadow source] )</h3>
 		<p>
-			将[page:LightShadow]中的所有属性的值复制到 SpotLight。
+			将[page:LightShadow source]中的所有属性的值复制到该Light。
 		</p>
 
 		<h3>[method:LightShadow clone]()</h3>
@@ -129,7 +112,8 @@ scene.add( helper );
 		</p>
 
 		<h2>源码</h2>
-
-		[link:https://github.com/mrdoob/three.js/blob/master/src/lights/[name].js src/lights/[name].js]
+		<p>
+			[link:https://github.com/mrdoob/three.js/blob/master/src/lights/[name].js src/lights/[name].js]
+		</p>
 	</body>
 </html>

+ 9 - 10
docs/api/zh/lights/shadows/PointLightShadow.html

@@ -12,11 +12,11 @@
 		<h1>[name]</h1>
 
 		<p class="desc">
-			This is used internally by [page:PointLight PointLights] for calculating shadows
+			该类在内部由[page:PointLight PointLights]所使用,以用于计算阴影。
 		</p>
 
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 		<p>
 			<code>
 //Create a WebGLRenderer and turn on shadows in the renderer
@@ -57,24 +57,23 @@ scene.add( helper );
 			</code>
 		</p>
 
-		<h2>Constructor</h2>
+		<h2>构造函数</h2>
 		<h3>[name]( )</h3>
 		<p>
-			Creates a new [name]. This is not intended to be called directly - it is called
-			internally by [page:PointLight].
+			创建一个新的[name]。该方法不是直接调用的 —— 其在内部由[page:PointLight]调用。
 		</p>
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 		<p>
-			See the base [page:LightShadow LightShadow] class for common properties.
+			共有属性请参见其基类[page:LightShadow LightShadow]。
 		</p>
 
-		<h2>Methods</h2>
+		<h2>方法</h2>
 		<p>
-			See the base [page:LightShadow LightShadow] class for common methods.
+			共有方法请参见其基类[page:LightShadow LightShadow]。
 		</p>
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 		<p>
 			[link:https://github.com/mrdoob/three.js/blob/master/src/lights/[name].js src/lights/[name].js]

+ 3 - 3
docs/api/zh/loaders/Loader.html

@@ -8,12 +8,12 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		<h1>[name]</h1>
+		<h1>加载器([name]</h1>
 
-		<p class="desc">所有加载器的基类</p>
+		<p class="desc">用于实现加载器的基类。</p>
 
 
-		<h2>构造方法</h2>
+		<h2>构造函数</h2>
 
 
 		<h3>[name]( [param:LoadingManager manager] )</h3>

+ 5 - 0
docs/api/zh/materials/Material.html

@@ -232,6 +232,11 @@ Which stencil operation to perform when the comparison function returns true and
     默认为[page:Materials THREE.FrontSide]。其他选项有[page:Materials THREE.BackSide]和[page:Materials THREE.DoubleSide]。
 </p>
 
+<h3>[property:Boolean toneMapped]</h3>
+<p>
+Defines whether this material is tone mapped according to the renderer's [page:WebGLRenderer.toneMapping toneMapping] setting. Default is *true*.
+</p>
+
 <h3>[property:Boolean transparent]</h3>
 <p>
     定义此材质是否透明。这对渲染有影响,因为透明对象需要特殊处理,并在非透明对象之后渲染。