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gogoend 6 years ago
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1 changed files with 14 additions and 14 deletions
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      docs/manual/zh/introduction/Creating-a-scene.html

+ 14 - 14
docs/manual/zh/introduction/Creating-a-scene.html

@@ -10,12 +10,12 @@
 	<body>
 		<h1>[name]</h1><br />
 
-		<p>The goal of this section is to give a brief introduction to three.js. We will start by setting up a scene, with a spinning cube. A working example is provided at the bottom of the page in case you get stuck and need help.</p>
+		<p>这一部分的目标是对three.js来做一个简要的介绍。我们将建立一个包含有旋转立方体的场景来开始这一部分。为了防止你遇到麻烦时需要帮助,一个已经完成的例子在可以在页面下方找到。</p>
 
 		<h2>开始之前</h2>
-
-		<p>Before you can use three.js, you need somewhere to display it. Save the following HTML to a file on your computer, along with a copy of [link:https://threejs.org/build/three.js three.js] in the js/ directory, and open it in your browser.</p>
-
+		<p>
+		在你开始使用three.js之前,你需要一个地方来显示它;将下列HTML代码保存为你电脑上的一个HTML页面,同时将[link:https://threejs.org/build/three.js three.js]复制到js/目录下,然后在你的浏览器中打开这个页面。
+		</p>
 		<code>
 		&lt;!DOCTYPE html&gt;
 		&lt;html&gt;
@@ -36,11 +36,11 @@
 		&lt;/html&gt;
 		</code>
 
-		<p>That's all. All the code below goes into the empty &lt;script&gt; tag.</p>
+		<p>好了,接下来的所有代码将会写入到空的&lt;script&gt;标签中。</p>
 
-		<h2>Creating the scene</h2>
+		<h2>创建一个场景</h2>
 
-		<p>To actually be able to display anything with three.js, we need three things: scene, camera and renderer, so that we can render the scene with camera.</p>
+		<p>为了真正能够让你的场景借助three.js来进行显示,我们需要以下几个对象:场景、相机和渲染器,这样我们就能透过摄像机渲染出场景。</p>
 
 		<code>
 		var scene = new THREE.Scene();
@@ -51,19 +51,19 @@
 		document.body.appendChild( renderer.domElement );
 		</code>
 
-		<p>Let's take a moment to explain what's going on here. We have now set up the scene, our camera and the renderer.</p>
+		<p>在这儿我们花一点点时间来解释一下这儿发生了什么。我们现在建立了场景、相机和渲染器。</p>
 
-		<p>There are a few different cameras in three.js. For now, let's use a <strong>PerspectiveCamera</strong>.</p>
+		<p>three.js里有几种不同的相机,在这里,我们使用的是<strong>PerspectiveCamera</strong>(透视摄像机)。</p>
 
-		<p>The first attribute is the <strong>field of view</strong>. FOV is the extent of the scene that is seen on the display at any given moment. The value is in degrees.</p>
+		<p>第一个属性是<strong>视场角(FOV)</strong>。视场角就是无论在什么时候,你所能在显示器上看到的场景的范围,它的值是一个角度。</p>
 
-		<p>The second one is the <strong>aspect ratio</strong>. You almost always want to use the width of the element divided by the height, or you'll get the same result as when you play old movies on a widescreen TV - the image looks squished.</p>
+		<p>第二个值是<strong>长宽比(aspect ratio)</strong>。 也就是你用一个物体的宽除以它的高的比值。比如说,当你在一个宽屏电视上播放老电影时,可以看到图像仿佛是被压扁的。</p>
 
-		<p>The next two attributes are the <strong>near</strong> and <strong>far</strong> clipping plane. What that means, is that objects further away from the camera than the value of <strong>far</strong> or closer than <strong>near</strong> won't be rendered. You don't have to worry about this now, but you may want to use other values in your apps to get better performance.</p>
+		<p>接下来的两个值是<strong>远剪切面</strong>和<strong>近剪切面</strong>。 也就是说当物体所在的位置比摄像机的<strong>远剪切面</strong>远或者所在位置比<strong>近剪切面</strong>近的时候,该物体超出的部分将不会被渲染到场景中。现在你或许并不用担心这个值的影响,但未来为了获得更好的渲染性能,你将可以在你的应用程序里去设置它。</p>
 
-		<p>Next up is the renderer. This is where the magic happens. In addition to the WebGLRenderer we use here, three.js comes with a few others, often used as fallbacks for users with older browsers or for those who don't have WebGL support for some reason.</p>
+		<p>接下来是渲染器。这里是施展魔法的地方。除了我们在这里用到的WebGLRenderer渲染器之外,Three.js同时提供了其他几种渲染器,当用户所使用的浏览器过于老旧,或者由于其他原因不支持WebGL时,可以使用这几种渲染器进行降级。</p>
 
-		<p>In addition to creating the renderer instance, we also need to set the size at which we want it to render our app. It's a good idea to use the width and height of the area we want to fill with our app - in this case, the width and height of the browser window. For performance intensive apps, you can also give <strong>setSize</strong> smaller values, like <strong>window.innerWidth/2</strong> and <strong>window.innerHeight/2</strong>, which will make the app render at half size.</p>
+		<p>除了创建一个渲染器的实例之外,我们还需要在我们的应用程序里设置一个渲染器的大小尺寸。比如说,我们可以使用所需要的这个渲染区域的宽高,来将渲染器渲染出的场景,使其填充满我们的应用程序。因此,我们可以将渲染器宽高设置为浏览器窗口宽高。 对于性能比较敏感的应用程序来说,你可以给<strong>setSize</strong>传入一个较小的值,例如<strong>window.innerWidth/2</strong>和<strong>window.innerHeight/2</strong>,这将使得app在渲染时以一半的长宽尺寸渲染场景。</p>
 
 		<p>If you wish to keep the size of your app but render it at a lower resolution, you can do so by calling <strong>setSize</strong> with false as <strong>updateStyle</strong> (the third argument). For example, <strong>setSize(window.innerWidth/2, window.innerHeight/2, false)</strong> will render your app at half resolution, given that your &lt;canvas&gt; has 100% width and height.</p>