Pārlūkot izejas kodu

Translate some page in the object,and little fix.

gogoend 6 gadi atpakaļ
vecāks
revīzija
a6c3193465

+ 1 - 1
docs/api/zh/cameras/Camera.html

@@ -34,7 +34,7 @@
 			用于来检查这个类或者派生的类是否为摄像机,默认为*true*。
 			用于来检查这个类或者派生的类是否为摄像机,默认为*true*。
 			<br /><br />
 			<br /><br />
 
 
-			你不应当对这个属性进行改变,因为它在内部由渲染器使用,以用于优化。
+			你不应当对这个属性进行改变因为它在内部由渲染器使用,以用于优化。
 		</p>
 		</p>
 
 
 		<h3>[property:Layers layers]</h3>
 		<h3>[property:Layers layers]</h3>

+ 14 - 15
docs/api/zh/objects/Bone.html

@@ -10,14 +10,14 @@
 	<body>
 	<body>
 		[page:Object3D] &rarr;
 		[page:Object3D] &rarr;
 
 
-		<h1>[name]</h1>
+		<h1>骨骼([name]</h1>
 
 
 		<p class="desc">
 		<p class="desc">
-		A bone which is part of a [page:Skeleton]. The skeleton in turn is used by the [page:SkinnedMesh].
-		Bones are almost identical to a blank [page:Object3D].
+			骨骼是[page:Skeleton](骨架)的一部分。骨架是由[page:SkinnedMesh](蒙皮网格)依次来使用的。
+			骨骼几乎和空白[page:Object3D]相同。
 		</p>
 		</p>
 
 
-		<h3>Example</h3>
+		<h3>示例</h3>
 
 
 		<code>
 		<code>
 		var root = new THREE.Bone();
 		var root = new THREE.Bone();
@@ -27,32 +27,31 @@
 		child.position.y = 5;
 		child.position.y = 5;
 		</code>
 		</code>
 
 
-		<h2>Constructor</h2>
+		<h2>构造器</h2>
 
 
 		<h3>[name]( )</h3>
 		<h3>[name]( )</h3>
 		<p>
 		<p>
-		Creates a new [name].
+		创建一个新的[name].
 		</p>
 		</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 isBone]</h3>
 		<h3>[property:Boolean isBone]</h3>
 		<p>
 		<p>
-			Used to check whether this or derived classes are bones. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
+			用于检查这个类或其派生类是否为骨骼。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>
 		</p>
 
 
 
 
 		<h3>[property:String type]</h3>
 		<h3>[property:String type]</h3>
-		<p>Set to 'Bone', this can be used to find all Bones in a scene.</p>
+		<p>设置为“Bone”,这可以用于在一个场景中找到所有的Bones。</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]来查看其共有方法。</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>

+ 10 - 11
docs/api/zh/objects/Group.html

@@ -10,15 +10,14 @@
 	<body>
 	<body>
 		[page:Object3D] &rarr;
 		[page:Object3D] &rarr;
 
 
-		<h1>[name]</h1>
+		<h1>组([name]</h1>
 
 
 		<p class="desc">
 		<p class="desc">
-			This is almost identical to an [page:Object3D Object3D]. Its purpose is to make working
-			with groups of objects syntactically clearer.
+			它几乎和[page:Object3D Object3D]是相同的,其目的是使得组中对象在语法上的结构更加清晰。
 		</p>
 		</p>
 
 
 
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 
 		<code>
 		<code>
 		var geometry = new THREE.BoxBufferGeometry( 1, 1, 1 );
 		var geometry = new THREE.BoxBufferGeometry( 1, 1, 1 );
@@ -40,20 +39,20 @@
 		</code>
 		</code>
 
 
 
 
-		<h2>Constructor</h2>
+		<h2>构造器</h2>
 
 
 		<h3>[name]( )</h3>
 		<h3>[name]( )</h3>
 
 
-		<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:String type]</h3>
 		<h3>[property:String type]</h3>
-		<p>A string 'Group'. This should not be changed.</p>
+		<p>一个字符串:“Group”。这个属性不应当被改变。</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]来查看其公共方法。</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>

+ 24 - 26
docs/api/zh/objects/Skeleton.html

@@ -9,14 +9,13 @@
 	</head>
 	</head>
 	<body>
 	<body>
 
 
-		<h1>[name]</h1>
+		<h1>骨架([name]</h1>
 
 
 		<p class="desc">
 		<p class="desc">
-		Use an array of [page:Bone bones] to create a skeleton that can be used by a
-		[page:SkinnedMesh].
+			使用一个[page:Bone bones]数组来创建一个可以由[page:SkinnedMesh]使用的骨架。
 		</p>
 		</p>
 
 
-		<h2>Example</h2>
+		<h2>实例</h2>
 <code>
 <code>
 // Create a simple "arm"
 // Create a simple "arm"
 
 
@@ -40,76 +39,75 @@ hand.position.y = 5;
 var armSkeleton = new THREE.Skeleton( bones );
 var armSkeleton = new THREE.Skeleton( bones );
 </code>
 </code>
 		<p>
 		<p>
-			See the [page:SkinnedMesh] page for an example of usage with standard [page:BufferGeometry].
+			请查看[page:SkinnedMesh]页面,来查看其在标准的[page:BufferGeometry]中使用的示例。
  		</p>
  		</p>
 
 
-		<h2>Constructor</h2>
+		<h2>构造器</h2>
 
 
 
 
 		<h3>[name]( [param:Array bones], [param:Array boneInverses] )</h3>
 		<h3>[name]( [param:Array bones], [param:Array boneInverses] )</h3>
 		<p>
 		<p>
-		[page:Array bones] - The array of [page:Bone bones]. Default is an empty array.<br/>
-		[page:Array boneInverses] - (optional) An array of [page:Matrix4 Matrix4s].<br /><br />
+		[page:Array bones] —— 包含有一组[page:Bone bone]的数组,默认值是一个空数组。<br/>
+		[page:Array boneInverses] —— (可选) 包含[page:Matrix4 Matrix4]的数组。<br /><br />
 
 
-		Creates a new [name].
+		创建一个新的[name].
 		</p>
 		</p>
 
 
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 
 		<h3>[property:Array bones]</h3>
 		<h3>[property:Array bones]</h3>
 		<p>
 		<p>
-		The array of [page:bone bones]. Note this is a copy of the original array, not a reference,
-		so you can modify the original array without effecting this one.
+		包含有一组[page:Bone bone]的数组。请注意,这是一份原始数组的拷贝,不是引用,所以你可以在不对当前数组造成影响的情况下,修改原始数组。
 		</p>
 		</p>
 
 
 		<h3>[property:Array boneInverses]</h3>
 		<h3>[property:Array boneInverses]</h3>
 		<p>
 		<p>
-		An array of [page:Matrix4 Matrix4s] that represent the inverse of the [page:Matrix4 matrixWorld]
-		of the individual bones.
+		包含有一组[page:Matrix4 Matrix4],表示每个独立骨骼[page:Matrix4 matrixWorld]矩阵的逆矩阵。
 		</p>
 		</p>
 
 
 		<h3>[property:Float32Array boneMatrices]</h3>
 		<h3>[property:Float32Array boneMatrices]</h3>
 		<p>
 		<p>
-		The array buffer holding the bone data when using a vertex texture.
+		当使用顶点纹理时,数组缓冲区保存着骨骼数据。
 		</p>
 		</p>
 
 
 		<h3>[property:DataTexture boneTexture]</h3>
 		<h3>[property:DataTexture boneTexture]</h3>
 		<p>
 		<p>
-		The [page:DataTexture] holding the bone data when using a vertex texture.
+		当使用顶点纹理时,[page:DataTexture]保存着骨骼数据。
 		</p>
 		</p>
 
 
 
 
-		<h2>Methods</h2>
+		<h2>方法</h2>
 
 
 		<h3>[method:Skeleton clone]()</h3>
 		<h3>[method:Skeleton clone]()</h3>
 		<p>
 		<p>
-		Returns a clone of this Skeleton object.
+			返回一个当前Skeleton对象的克隆。
 		</p>
 		</p>
 
 
 
 
 		<h3>[method:null calculateInverses]()</h3>
 		<h3>[method:null calculateInverses]()</h3>
-		<p>Generates the [page:.boneInverses boneInverses] array if not provided in the constructor.</p>
+		<p>如果没有在构造器中提供,生成[page:.boneInverses boneInverses]数组。
+		</p>
 
 
 
 
 		<h3>[method:null pose]()</h3>
 		<h3>[method:null pose]()</h3>
-		<p>Returns the skeleton to the base pose.</p>
+		<p>返回骨架的基础姿势。</p>
 
 
 
 
 		<h3>[method:null update]()</h3>
 		<h3>[method:null update]()</h3>
 		<p>
 		<p>
-		Updates the [page:Float32Array boneMatrices] and [page:DataTexture boneTexture] after changing the bones.
-		This is called automatically by the [page:WebGLRenderer] if the skeleton is used with a [page:SkinnedMesh].
+			在改变骨骼后,更新[page:Float32Array boneMatrices] 和 [page:DataTexture boneTexture]的值。
+			如果骨架被用于[page:SkinnedMesh],则它将会被[page:WebGLRenderer]自动调用。
 		</p>
 		</p>
 
 
 		<h3>[method:Bone getBoneByName]( [param:String name] )</h3>
 		<h3>[method:Bone getBoneByName]( [param:String name] )</h3>
 		<p>
 		<p>
-		name -- String to match to the Bone's .name property. <br /><br />
-
-		Searches through the skeleton's bone array and returns the first with a matching name.<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>
 		</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>

+ 30 - 36
docs/api/zh/objects/SkinnedMesh.html

@@ -10,11 +10,11 @@
 	<body>
 	<body>
 		[page:Object3D] &rarr; [page:Mesh] &rarr;
 		[page:Object3D] &rarr; [page:Mesh] &rarr;
 
 
-		<h1>[name]</h1>
+		<h1>蒙皮网格([name]</h1>
 
 
 		<p class="desc">
 		<p class="desc">
-			A mesh that has a [page:Skeleton] with [page:Bone bones] that can then be used to animate the vertices of the geometry.
-			The material must support skinning and have skinning enabled - see [page:MeshStandardMaterial.skinning].
+			具有[page:Skeleton](骨架)和[page:Bone bones](骨骼)的网格,可用于给几何体上的顶点添加动画。
+			其材质必须支持蒙皮,并且已经启用了蒙皮 —— 请阅读[page:MeshStandardMaterial.skinning]。
 		</p>
 		</p>
 
 
 		<iframe id="scene" src="scenes/bones-browser.html"></iframe>
 		<iframe id="scene" src="scenes/bones-browser.html"></iframe>
@@ -35,7 +35,7 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 
 		<code>
 		<code>
 		var geometry = new THREE.CylinderGeometry( 5, 5, 5, 5, 15, 5, 30 );
 		var geometry = new THREE.CylinderGeometry( 5, 5, 5, 5, 15, 5, 30 );
@@ -68,94 +68,88 @@
 		armSkeleton.bones[ 1 ].rotation.x = 0.2;
 		armSkeleton.bones[ 1 ].rotation.x = 0.2;
 		</code>
 		</code>
 
 
-		<h2>Constructor</h2>
+		<h2>构造器</h2>
 		<h3>[name]( [param:Geometry geometry], [param:Material material] )</h3>
 		<h3>[name]( [param:Geometry geometry], [param:Material material] )</h3>
 		<p>
 		<p>
-    [page:Geometry geometry] - an instance of [page:Geometry] or [page:BufferGeometry] (recommended).
-		[page:Geometry.skinIndices skinIndices] and [page:Geometry.skinWeights skinWeights] should be set to true on the geometry.<br />
-    [page:Material material] - (optional) an instance of [page:Material]. Default is a new [page:MeshBasicMaterial].
+    [page:Geometry geometry] —— 一个[page:Geometry]或者[page:BufferGeometry](推荐)的实例。
+	[page:Geometry.skinIndices skinIndices] 和 [page:Geometry.skinWeights skinWeights] 在几何体上应当被设置为true。<br />
+    [page:Material material] —— (可选)一个[page:Material]的实例,默认值是一个新的[page:MeshBasicMaterial]。
 		</p>
 		</p>
 
 
 
 
 
 
 
 
 
 
-		<h2>Properties</h2>
-		<p>See the base [page:Mesh] class for common properties.</p>
+		<h2>属性</h2>
+		<p>请参阅其基类[page:Mesh]来查看共有属性。</p>
 
 
 		<h3>[property:string bindMode]</h3>
 		<h3>[property:string bindMode]</h3>
 		<p>
 		<p>
-		Either "attached" or "detached". "attached" uses the [page:SkinnedMesh.matrixWorld]
-		property for the base transform	matrix of the bones. "detached" uses the
-		[page:SkinnedMesh.bindMatrix]. Default is "attached".
+			“attached”(附加)或者“detached”(分离)。“attached”使用[page:SkinnedMesh.matrixWorld]
+			属性作为对骨骼的基本变换矩阵,“detached”则使用[page:SkinnedMesh.bindMatrix]。
+			默认值是“attached”。
 		</p>
 		</p>
 
 
 		<h3>[property:Matrix4 bindMatrix]</h3>
 		<h3>[property:Matrix4 bindMatrix]</h3>
 		<p>
 		<p>
-		The base matrix that is used for the bound bone transforms.
+		用于绑定的骨骼变换的基础矩阵。
 		</p>
 		</p>
 
 
 		<h3>[property:Matrix4 bindMatrixInverse]</h3>
 		<h3>[property:Matrix4 bindMatrixInverse]</h3>
 		<p>
 		<p>
-		The base matrix that is used for resetting the bound bone transforms.
+		用于重置绑定的骨骼变换的基础矩阵。
 		</p>
 		</p>
 
 
 		<h3>[property:Boolean isSkinnedMesh]</h3>
 		<h3>[property:Boolean isSkinnedMesh]</h3>
 		<p>
 		<p>
-			Used to check whether this or derived classes are skinned meshes. 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蒙皮网格,默认值为*true*。<br /><br />
+			你不应当对这个属性进行改变,因为它在使用,以用于优化。
 		</p>
 		</p>
 
 
 		<h3>[property:Skeleton skeleton]</h3>
 		<h3>[property:Skeleton skeleton]</h3>
 		<p>
 		<p>
-		[page:Skeleton] created from the [page:Geometry.bones bones] of the [page:Geometry] passed in the
-		constructor.
+			[page:Skeleton]是由从构造函数中传入的[page:Geometry]中的[page:Geometry.bones bones]来创建的。
 		</p>
 		</p>
 
 
 
 
 
 
-		<h2>Methods</h2>
-		<p>See the base [page:Mesh] class for common methods.</p>
+		<h2>方法</h2>
+		<p>请参阅其基类[page:Mesh]来查看共有方法。</p>
 
 
 		<h3>[method:null bind]( [param:Skeleton skeleton], [param:Matrix4 bindMatrix] )</h3>
 		<h3>[method:null bind]( [param:Skeleton skeleton], [param:Matrix4 bindMatrix] )</h3>
 		<p>
 		<p>
-		[page:Skeleton skeleton] - [page:Skeleton] created from a [page:Bone Bones] tree.<br/>
-		[page:Matrix4 bindMatrix] - [page:Matrix4] that represents the base transform of the skeleton.<br /><br />
-
-		Bind a skeleton to the skinned mesh. The bindMatrix gets saved to .bindMatrix property
-		and the .bindMatrixInverse gets calculated. This is called automatically in the constructor, and the skeleton
-		is created from the [page:Geometry.bones bones] of the [page:Geometry] passed in the
-		constructor.
+		[page:Skeleton skeleton] —— 由一棵[page:Bone Bones]树创建的[page:Skeleton]。<br/>
+		[page:Matrix4 bindMatrix] —— 代表着骨架基本变换的[page:Matrix4](4x4矩阵)。<br /><br />
+		将骨架绑定到一个蒙皮网格上。bindMatrix会被保存到.bindMatrix属性中,其逆矩阵.bindMatrixInverse也会被计算出来。
+		它在构造函数中会被自动调用,其骨架是由传入到构造函数的[page:Geometry]中的[page:Geometry.bones bones]来创建的。
 		</p>
 		</p>
 
 
 		<h3>[method:SkinnedMesh clone]()</h3>
 		<h3>[method:SkinnedMesh clone]()</h3>
 		<p>
 		<p>
-		Returns a clone of this SkinnedMesh object and any descendants.
+		返回当前SkinnedMesh对象的一个克隆及其任何后代。
 		</p>
 		</p>
 
 
 		<h3>[method:null normalizeSkinWeights]()</h3>
 		<h3>[method:null normalizeSkinWeights]()</h3>
 		<p>
 		<p>
-		Normalizes the [page:Geometry.skinWeights] vectors. Does not affect [page:BufferGeometry].
+		规范化[page:Geometry.skinWeights]矢量。不会对[page:BufferGeometry]产生影响。
 		</p>
 		</p>
 
 
 		<h3>[method:null pose]()</h3>
 		<h3>[method:null pose]()</h3>
 		<p>
 		<p>
-		This method sets the skinned mesh in the rest pose (resets the pose).
+		这个方法设置了在“休息”状态下蒙皮网格的姿势(重置姿势)。
 		</p>
 		</p>
 
 
 		<h3>[method:null updateMatrixWorld]( [param:Boolean force] )</h3>
 		<h3>[method:null updateMatrixWorld]( [param:Boolean force] )</h3>
 		<p>
 		<p>
-		Updates the [page:Matrix4 MatrixWorld].
+		更新[page:Matrix4 MatrixWorld]矩阵。
 		</p>
 		</p>
 
 
 		<h3>[method:null initBones]()</h3>
 		<h3>[method:null initBones]()</h3>
 		<p>
 		<p>
-		Creates an array of hierarchical [page:Bone bones] objects from the internal geometry.
+		从内部几何体中创建一个分层[page:Bone bones]对象的数组。
 		</p>
 		</p>
 
 
-		<h2>Source</h2>
-
+		<h2>源代码</h2>
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>
 	</body>
 </html>
 </html>

+ 21 - 25
docs/api/zh/objects/Sprite.html

@@ -10,16 +10,14 @@
 	<body>
 	<body>
 		[page:Object3D] &rarr;
 		[page:Object3D] &rarr;
 
 
-		<h1>[name]</h1>
+		<h1>精灵([name]</h1>
 
 
 		<p class="desc">
 		<p class="desc">
-			A sprite is a plane that always faces towards the camera, generally with a
-			partially transparent texture applied.<br /><br />
-
-			Sprites do not cast shadows, setting <code>castShadow = true</code> will have no effect.
+			精灵是一个总是面朝着摄像机的平面,通常含有使用一个半透明的纹理。<br /><br />
+			精灵不会投射任何阴影,即使设置了<code>castShadow = true</code>也将不会有任何效果。
 		</p>
 		</p>
 
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 
 		<code>
 		<code>
 var spriteMap = new THREE.TextureLoader().load( "sprite.png" );
 var spriteMap = new THREE.TextureLoader().load( "sprite.png" );
@@ -29,61 +27,59 @@ scene.add( sprite );
 		</code>
 		</code>
 
 
 
 
-		<h2>Constructor</h2>
+		<h2>构造器</h2>
 
 
 		<h3>[name]( [param:Material material] )</h3>
 		<h3>[name]( [param:Material material] )</h3>
 		<p>
 		<p>
-    [page:Material material] - (optional) an instance of [page:SpriteMaterial]. Default is a white [page:SpriteMaterial].<br /><br />
+    	[page:Material material] - (可选值)是[page:SpriteMaterial]的一个实例。 默认值是一个白色的[page:SpriteMaterial]。<br /><br />
 
 
-		Creates a new [name].
+		创建一个新的[name]。
 		</p>
 		</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 isSprite]</h3>
 		<h3>[property:Boolean isSprite]</h3>
 		<p>
 		<p>
-			Used to check whether this or derived classes are sprites. 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。
 		</p>
 		</p>
 
 
 
 
 		<h3>[property:SpriteMaterial material]</h3>
 		<h3>[property:SpriteMaterial material]</h3>
 		<p>
 		<p>
-		An instance of [page:SpriteMaterial], defining the object's appearance.
-		Default is a white [page:SpriteMaterial].
+		[page:SpriteMaterial]的一个实例,定义了这个对象的外观。默认值是一个白色的[page:SpriteMaterial]。
 		</p>
 		</p>
 
 
 
 
 		<h3>[property:Vector2 center]</h3>
 		<h3>[property:Vector2 center]</h3>
 		<p>
 		<p>
-		The sprite's anchor point, and the point around which the sprite rotates. A value of (0.5, 0.5) corresponds to the midpoint of the sprite.
-		A value of (0, 0) corresponds to the lower left corner of the sprite. The default is (0.5, 0.5).
+			这个精灵的锚点,也就是精灵旋转时,围绕着旋转的点。当值为(0.5,0.5)时,对应着这个精灵的中心点;当值为(0,0)时,对应着这个精灵左下角的点。<br>
+			其默认值是(0.5,0.5)。
 		</p>
 		</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:Sprite clone]()</h3>
 		<h3>[method:Sprite clone]()</h3>
 		<p>
 		<p>
-		Returns a clone of this Sprite object and any descendants.
+			返回当前Sprite对象的一个克隆及其任何后代。
 		</p>
 		</p>
 
 
 		<h3>[method:Sprite copy]( [param:Sprite sprite] )</h3>
 		<h3>[method:Sprite copy]( [param:Sprite sprite] )</h3>
 		<p>
 		<p>
-		Copies the properties of the passed sprite to this one.
+			将前一个Sprite对象的属性复制给当前的这个对象。
 		</p>
 		</p>
 
 
 		<h3>[method:null raycast]( [param:Raycaster raycaster], [param:Array intersects] )</h3>
 		<h3>[method:null raycast]( [param:Raycaster raycaster], [param:Array intersects] )</h3>
 		<p>
 		<p>
-		Get intersections between a casted ray and this sprite.
-		[page:Raycaster.intersectObject] will call this method.
+			在投射的光线和精灵之前产生交互。
+			[page:Raycaster.intersectObject]将会调用这个方法。
 		</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>