Pārlūkot izejas kodu

Finish the translation in the objects.

gogoend 6 gadi atpakaļ
vecāks
revīzija
9ee9259ed3

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

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

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

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

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

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

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

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

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

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

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

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

+ 1 - 1
docs/api/zh/objects/Skeleton.html

@@ -103,7 +103,7 @@ var armSkeleton = new THREE.Skeleton( bones );
 		<h3>[method:Bone getBoneByName]( [param:String name] )</h3>
 		<p>
 			
-		name -- 匹配Bone对象中.name属性的字符串。<br /><br />
+		name —— 匹配Bone对象中.name属性的字符串。<br /><br />
 		在骨架中的骨骼数组中遍览,并返回第一个能够和name匹配上的骨骼对象。<br />
 		</p>
 

+ 1 - 1
docs/api/zh/objects/Sprite.html

@@ -43,7 +43,7 @@ scene.add( sprite );
 		<h3>[property:Boolean isSprite]</h3>
 		<p>
 			用于检查这个类或者其派生类是否为精灵,默认值为*true*。<br /><br />
-			你不应当对这个属性进行改变,因为它在使用,以用于优化。
+			你不应当对这个属性进行改变,因为它在内部使用,以用于优化。
 		</p>