Переглянути джерело

Merge pull request #14982 from gogoend/dev

Some new zh translation.
Mr.doob 6 роки тому
батько
коміт
cdd7ea3979
54 змінених файлів з 1213 додано та 1240 видалено
  1. 348 371
      docs/api/zh/core/Object3D.html
  2. 48 47
      docs/api/zh/core/Raycaster.html
  3. 20 19
      docs/api/zh/geometries/BoxBufferGeometry.html
  4. 17 16
      docs/api/zh/geometries/BoxGeometry.html
  5. 12 12
      docs/api/zh/geometries/CircleBufferGeometry.html
  6. 13 12
      docs/api/zh/geometries/CircleGeometry.html
  7. 15 15
      docs/api/zh/geometries/ConeBufferGeometry.html
  8. 14 14
      docs/api/zh/geometries/ConeGeometry.html
  9. 14 14
      docs/api/zh/geometries/CylinderBufferGeometry.html
  10. 15 15
      docs/api/zh/geometries/CylinderGeometry.html
  11. 8 8
      docs/api/zh/geometries/DodecahedronBufferGeometry.html
  12. 37 34
      docs/api/zh/geometries/DodecahedronGeometry.html
  13. 9 9
      docs/api/zh/geometries/EdgesGeometry.html
  14. 21 22
      docs/api/zh/geometries/ExtrudeBufferGeometry.html
  15. 24 26
      docs/api/zh/geometries/ExtrudeGeometry.html
  16. 8 8
      docs/api/zh/geometries/IcosahedronBufferGeometry.html
  17. 9 9
      docs/api/zh/geometries/IcosahedronGeometry.html
  18. 13 13
      docs/api/zh/geometries/LatheBufferGeometry.html
  19. 13 13
      docs/api/zh/geometries/LatheGeometry.html
  20. 9 9
      docs/api/zh/geometries/OctahedronBufferGeometry.html
  21. 37 34
      docs/api/zh/geometries/OctahedronGeometry.html
  22. 9 9
      docs/api/zh/geometries/PlaneBufferGeometry.html
  23. 11 11
      docs/api/zh/geometries/PlaneGeometry.html
  24. 16 17
      docs/api/zh/geometries/PolyhedronBufferGeometry.html
  25. 12 13
      docs/api/zh/geometries/PolyhedronGeometry.html
  26. 13 13
      docs/api/zh/geometries/RingBufferGeometry.html
  27. 13 13
      docs/api/zh/geometries/RingGeometry.html
  28. 10 9
      docs/api/zh/geometries/ShapeBufferGeometry.html
  29. 10 9
      docs/api/zh/geometries/ShapeGeometry.html
  30. 17 15
      docs/api/zh/geometries/SphereBufferGeometry.html
  31. 17 15
      docs/api/zh/geometries/SphereGeometry.html
  32. 8 8
      docs/api/zh/geometries/TetrahedronBufferGeometry.html
  33. 9 9
      docs/api/zh/geometries/TetrahedronGeometry.html
  34. 31 31
      docs/api/zh/geometries/TextBufferGeometry.html
  35. 26 26
      docs/api/zh/geometries/TextGeometry.html
  36. 13 13
      docs/api/zh/geometries/TorusBufferGeometry.html
  37. 12 12
      docs/api/zh/geometries/TorusGeometry.html
  38. 12 12
      docs/api/zh/geometries/TorusKnotBufferGeometry.html
  39. 15 14
      docs/api/zh/geometries/TorusKnotGeometry.html
  40. 17 17
      docs/api/zh/geometries/TubeBufferGeometry.html
  41. 16 16
      docs/api/zh/geometries/TubeGeometry.html
  42. 6 6
      docs/api/zh/geometries/WireframeGeometry.html
  43. 27 33
      docs/api/zh/objects/LOD.html
  44. 25 26
      docs/api/zh/objects/Line.html
  45. 17 19
      docs/api/zh/objects/LineLoop.html
  46. 15 18
      docs/api/zh/objects/LineSegments.html
  47. 30 35
      docs/api/zh/objects/Mesh.html
  48. 53 56
      docs/api/zh/objects/Points.html
  49. 1 1
      docs/api/zh/objects/Skeleton.html
  50. 1 1
      docs/api/zh/objects/Sprite.html
  51. 15 15
      docs/api/zh/scenes/Fog.html
  52. 14 13
      docs/api/zh/scenes/FogExp2.html
  53. 17 14
      docs/api/zh/scenes/Scene.html
  54. 1 1
      docs/manual/zh/introduction/Creating-a-scene.html

+ 348 - 371
docs/api/zh/core/Object3D.html

@@ -1,438 +1,415 @@
 <!DOCTYPE html>
 <!DOCTYPE html>
 <html lang="en">
 <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>
-		<h1>[name]</h1>
 
 
-		<p class="desc">
-			This is the base class for most objects in three.js and provides a set of properties and methods
-			for manipulating objects in 3D space.<br /><br />
+<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>
 
 
-			Note that this can be used for grouping objects via the [page:.add]( object ) method
-			which adds the object as a child, however it is better to use [page:Group] for this.
-		</p>
+<body>
+	<h1>三维物体([name])</h1>
 
 
+	<p class="desc">
+		这是Three.js中大部分对象的基类,提供了一系列的属性和方法来对三维空间中的物体进行操纵。<br /><br />
 
 
-		<h2>Constructor</h2>
+		请注意,可以通过[page:.add]( object )方法来将对象进行组合,该方法将对象添加为子对象,但为此最好使用[page:Group](来作为父对象)。
+	</p>
 
 
 
 
-		<h3>[name]()</h3>
-		<p>
-		The constructor takes no arguments.
-		</p>
+	<h2>构造器</h2>
 
 
 
 
-		<h2>Properties</h2>
+	<h3>[name]()</h3>
+	<p>
+		构造器中不带有参数。
+	</p>
 
 
-		<h3>[property:Boolean castShadow]</h3>
-		<p>Whether the object gets rendered into shadow map. Default is *false*.</p>
 
 
-		<h3>[property:Object3D children]</h3>
-		<p>Array with object's children. See [page:Group] for info on manually grouping objects.</p>
-
-		<h3>[property:Boolean frustumCulled]</h3>
-		<p>
-		When this is set, it checks every frame if the object is in the frustum of the camera before rendering the object.
-		Otherwise the object gets rendered every frame even if it isn't visible. Default is *true*.
-		</p>
-
-		<h3>[property:Integer id]</h3>
-		<p>readonly – Unique number for this object instance.</p>
-
-		<h3>[property:Boolean isObject3D]</h3>
-		<p>
-			Used to check whether this or derived classes are Object3Ds. Default is *true*.<br /><br />
-
-			You should not change this, as it is used internally for optimisation.
-		</p>
-
-		<h3>[property:Layers layers]</h3>
-		<p>
-		The layer membership of the object. The object is only visible if it has at least one
-		layer in common with the [page:Camera] in use.
-		</p>
-
-		<h3>[property:Matrix4 matrix]</h3>
-		<p>The local transform matrix.</p>
+	<h2>属性</h2>
 
 
-		<h3>[property:Boolean matrixAutoUpdate]</h3>
-		<p>
-		When this is set, it calculates the matrix of position, (rotation or quaternion) and
-		scale every frame and also recalculates the matrixWorld property. Default is [page:Object3D.DefaultMatrixAutoUpdate] (true).
-		</p>
+	<h3>[property:Boolean castShadow]</h3>
+	<p>对象是否被渲染到阴影贴图中。默认值为*false*。</p>
 
 
-		<h3>[property:Matrix4 matrixWorld]</h3>
-		<p>
-		The global transform of the object. If the Object3D has no parent, then it's identical to
-		the local transform [page:.matrix].
-		</p>
-
-		<h3>[property:Boolean matrixWorldNeedsUpdate]</h3>
-		<p>
-		When this is set, it calculates the matrixWorld in that frame and resets this property
-		 to false. Default is *false*.
-		</p>
-
-		<h3>[property:Matrix4 modelViewMatrix]</h3>
-		<p>This is passed to the shader and used to calculate the position of the object.</p>
-
-		<h3>[property:String name]</h3>
-		<p>Optional name of the object (doesn't need to be unique). Default is an empty string.</p>
+	<h3>[property:Object3D children]</h3>
+	<p>含有对象的子级的数组。请参阅[page:Group]来了解将手动对象进行分组的相关信息。</p>
 
 
-		<h3>[property:Matrix3 normalMatrix]</h3>
-		<p>
-		This is passed to the shader and used to calculate lighting for the object. It is the transpose of the inverse of the upper left 3x3 sub-matrix of this object's modelViewMatrix.<br /><br />
+	<h3>[property:Boolean frustumCulled]</h3>
+	<p>
+		当这个属性被设置的时候,它将在渲染物体之前,检查每一帧的物体是否在摄像机的视锥体中。
+		否则,即使该物体不可见,它也将在每一帧中被渲染,默认值为*true*。
+	</p>
 
 
-		The reason for this special matrix is that simply using the modelViewMatrix could result in a non-unit length of normals (on scaling) or in a non-perpendicular direction (on non-uniform scaling).<br /><br />
+	<h3>[property:Integer id]</h3>
+	<p>只读 —— 表示该对象实例ID的唯一数字。</p>
+
+	<h3>[property:Boolean isObject3D]</h3>
+	<p>
+
+		用于测试这个类或者派生类是否为Object3D,默认为*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:Layers layers]</h3>
+	<p>
+		物体的层级关系。
+		物体只有和一个正在使用的[page:Camera]至少在同一个层时才可见。
+	</p>
 
 
-		On the other hand the translation part of the modelViewMatrix is not relevant for the calculation of normals. Thus a Matrix3 is sufficient.
-		</p>
+	<h3>[property:Matrix4 matrix]</h3>
+	<p>局部变换矩阵。</p>
 
 
-		<h3>[property:function onAfterRender]</h3>
-		<p>
-		An optional callback that is executed immediately after the Object3D is rendered.
-		This function is called with the following parameters: renderer, scene, camera, geometry,
-		material, group.
-		</p>
+	<h3>[property:Boolean matrixAutoUpdate]</h3>
+	<p>
+		当这个属性设置了之后,它将计算每一帧的位移、旋转(四元变换)和缩放矩阵,并重新计算matrixWorld属性。默认值是[page:Object3D.DefaultMatrixAutoUpdate] (true)。
+	</p>
 
 
-		<h3>[property:function onBeforeRender]</h3>
-		<p>
-		An optional callback that is executed immediately before the Object3D is rendered.
-		This function is called with the following parameters: renderer, scene, camera, geometry,
-		material, group.
-		</p>
+	<h3>[property:Matrix4 matrixWorld]</h3>
+	<p>
+		物体的世界变换。若这个Object3D没有父级,则它将和local transform [page:.matrix](局部变换矩阵)相同。
+	</p>
 
 
-		<h3>[property:Object3D parent]</h3>
-		<p>Object's parent in the [link:https://en.wikipedia.org/wiki/Scene_graph scene graph]. An object can have at most
-		one parent.</p>
+	<h3>[property:Boolean matrixWorldNeedsUpdate]</h3>
+	<p>
+		当这个属性设置了之后,它将计算在那一帧中的matrixWorld,并将这个值重置为false。默认值为*false*。
+	</p>
 
 
-		<h3>[property:Vector3 position]</h3>
-		<p>A [page:Vector3] representing the object's local position. Default is (0, 0, 0).</p>
+	<h3>[property:Matrix4 modelViewMatrix]</h3>
+	<p>这个值传递给着色器,用于计算物体的位置。</p>
 
 
-		<h3>[property:Quaternion quaternion]</h3>
-		<p>Object's local rotation as a [page:Quaternion Quaternion].</p>
+	<h3>[property:String name]</h3>
+	<p>对象的名称,可选、不必唯一。默认值是一个空字符串。</p>
 
 
-		<h3>[property:Boolean receiveShadow]</h3>
-		<p>Whether the material receives shadows. Default is *false*.</p>
+	<h3>[property:Matrix3 normalMatrix]</h3>
+	<p>
+		这个值传递给着色器,用于计算物体的光照。
+		它是物体的modelViewMatrix矩阵中,左上角3x3子矩阵的逆的转置矩阵。
+		<br /><br />
+		使用这个特殊矩阵的原因,是只需使用modelViewMatrix就可以得出一个法线(缩放时)的非单位长度或者非垂直的方向(不规则缩放时)。
+		<br /><br />
+		另一方面,modelViewMatrix矩阵中的位移部分和法线的计算无关,因此Matrix3就已经足够了。
+	</p>
 
 
-		<h3>[property:Number renderOrder]</h3>
-		<p>
-		This value allows the default rendering order of [link:https://en.wikipedia.org/wiki/Scene_graph scene graph]
-		objects to be overridden although opaque and transparent objects remain sorted independently.
-		Sorting is from lowest to highest renderOrder. Default value is *0*.
-		</p>
+	<h3>[property:function onAfterRender]</h3>
+	<p>
+		一个可选的回调函数,在Object3D渲染之后直接执行。
+		使用以下参数来调用此函数:renderer,scene,camera,geometry,material,group。
+	</p>
 
 
-		<h3>[property:Euler rotation]</h3>
-		<p>
-		Object's local rotation (see [link:https://en.wikipedia.org/wiki/Euler_angles Euler angles]), in radians.
-		</p>
+	<h3>[property:function onBeforeRender]</h3>
+	<p>
+			一个可选的回调函数,在Object3D渲染之前直接执行。
+			使用以下参数来调用此函数:renderer,scene,camera,geometry,material,group。
+	</p>
 
 
-		<h3>[property:Vector3 scale]</h3>
-		<p>
-		The object's local scale. Default is [page:Vector3]( 1, 1, 1 ).
-		</p>
-
-		<h3>[property:Vector3 up]</h3>
-		<p>
-		This is used by the [page:.lookAt lookAt] method, for example, to determine the orientation of the result.<br />
-		Default is [page:Object3D.DefaultUp] - that is, ( 0, 1, 0 ).
-		</p>
+	<h3>[property:Object3D parent]</h3>
+	<p>在[link:https://en.wikipedia.org/wiki/Scene_graph scene graph](场景图)中,一个对象的父级对象。
+		一个对象最多仅能有一个父级对象。</p>
 
 
-		<h3>[property:object userData]</h3>
-		<p>
-		An object that can be used to store custom data about the Object3D. It should not hold
-		references to functions as these will not be cloned.
-		</p>
+	<h3>[property:Vector3 position]</h3>
+	<p>表示对象局部位置的[page:Vector3]。默认值为(0, 0, 0)。</p>
 
 
-		<h3>[property:String uuid]</h3>
-		<p>
-		[link:http://en.wikipedia.org/wiki/Universally_unique_identifier UUID] of this object instance.
-		This gets automatically assigned, so this shouldn't be edited.
-		</p>
+	<h3>[property:Quaternion quaternion]</h3>
+	<p>表示对象局部旋转的[page:Quaternion Quaternion](四元数)。</p>
 
 
-		<h3>[property:Boolean visible]</h3>
-		<p>Object gets rendered if *true*. Default is *true*.</p>
+	<h3>[property:Boolean receiveShadow]</h3>
+	<p>材质是否接收阴影。默认值为*false*。</p>
 
 
+	<h3>[property:Number renderOrder]</h3>
+	<p>
+		这个值将使得[link:https://en.wikipedia.org/wiki/Scene_graph scene graph](场景图)中默认的的渲染顺序被覆盖,
+		即使不透明对象和透明对象保持独立顺序。
+		渲染顺序是由低到高来排序的,默认值为*0*。
+	</p>
 
 
+	<h3>[property:Euler rotation]</h3>
+	<p>
+		物体的局部旋转,以弧度来表示。(请参阅[link:https://en.wikipedia.org/wiki/Euler_angles Euler angles]-欧拉角)
+	</p>
+
+	<h3>[property:Vector3 scale]</h3>
+	<p>
+		物体的局部缩放。默认值是[page:Vector3]( 1, 1, 1 )。
+	</p>
+
+	<h3>[property:Vector3 up]</h3>
+	<p>
+		这个属性由[page:.lookAt lookAt]方法所使用,例如,来决定结果的朝向。
+		默认值是[page:Object3D.DefaultUp],即( 0, 1, 0 )。
+	</p>
+
+	<h3>[property:object userData]</h3>
+	<p>
+		一个用于存储Object3D自定义数据的对象。
+		它不应当包含对函数的引用,因为这些函数将不会被克隆。
+	</p>
+
+	<h3>[property:String uuid]</h3>
+	<p>
+		该对象实例的[link:http://en.wikipedia.org/wiki/Universally_unique_identifier UUID]。
+		这是一个自动生成的值,不应当对其进行修改。
+	</p>
+
+	<h3>[property:Boolean visible]</h3>
+	<p>可见性。这个值为*true*时,物体将被渲染。默认值为*true*。</p>
+
+
+
+
+	<h2>静态属性</h2>
+	<p>
+		静态属性和方法由每个类所定义,并非由每个类的实例所定义。
+		也就是说,改变[page:Object3D.DefaultUp]或[page:Object3D.DefaultMatrixAutoUpdate]的值,
+		将改变<b>每个在此之后</b>由Object3D类(或派生类)创建的实例中的[page:.up up]和[page:.matrixAutoUpdate matrixAutoUpdate]的值。(已经创建好的Object3D不会受到影响)。
+	</p>
+
+	<h3>[property:Vector3 DefaultUp]</h3>
+	<p>
+		默认的物体的[page:.up up]方向,同时也作为[page:DirectionalLight]、[page:HemisphereLight]和[page:Spotlight](自顶向下创建的灯光)的默认方向。
+		默认设为( 0, 1, 0 )。
+	</p>
+
+	<h3>[property:Vector3 DefaultMatrixAutoUpdate]</h3>
+	<p>
+			[page:.matrixAutoUpdate matrixAutoUpdate]的默认设置,用于新创建的Object3D。<br />
+
+	</p>
+
+
+	<h2>方法</h2>
+
+	<h3>[page:EventDispatcher EventDispatcher] 方法在这个类上是可用的。</h3>
+
+	<h3>[method:null add]( [param:Object3D object], ... )</h3>
+	<p>
+		添加<b>对象</b>到这个对象的子级,可以添加任意数量的对象。
+		当前传入的对象中的父级将在这里被移除,因为一个对象仅能有一个父级。<br /><br />
+		请参阅[page:Group]来查看手动编组对象的相关信息。
+	</p>
+
+	<h3>[method:null applyMatrix]( [param:Matrix4 matrix] )</h3>
+	<p>对当前物体应用这个变换矩阵,并更新物体的位置、旋转和缩放。</p>
+
+	<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: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 />
+
+		返回对象前物体的克隆(以及可选的所有后代)。
+	</p>
+
+	<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。
+	</p>
+
+	<h3>[method:Object3D getObjectById]( [param:Integer id] )</h3>
+	<p>
+		id —— 标识该对象实例的唯一数字。<br /><br />
+
+		搜索该对象的子级,返回第一个带有匹配id的子对象。<br />
+		请注意,id是按照时间顺序来分配的:1、2、3、……,每增加一个新的对象就自增1。
+	</p>
+
+	<h3>[method:Object3D getObjectByName]( [param:String name] )</h3>
+	<p>
+		name —— 用于来匹配子物体中Object3D.name属性的字符串。<br /><br />
+
+		搜索该对象的子级,返回第一个带有匹配name的子对象。<br />
+		请注意,大多数的对象中name默认是一个空字符串,要使用这个方法,你将需要手动地设置name属性。
+	</p>
+
+	<h3>[method:Object3D getObjectByProperty]( [param:String name], [param:Float value] )</h3>
+	<p>
+		name —— 将要用于查找的属性的名称。<br />
+		value —— 给定的属性的值。 <br /><br />
+		搜索该对象的子级,返回第一个给定的属性中包含有匹配的值的子对象。
+	</p>
+
+	<h3>[method:Vector3 getWorldPosition]( [param:Vector3 target] )</h3>
+	<p>
+		[page:Vector3 target] — 结果将被复制到这个Vector3中。<br /><br />
+		返回一个表示该物体在世界空间中位置的矢量。
+	</p>
 
 
+	<h3>[method:Quaternion getWorldQuaternion]( [param:Quaternion target] )</h3>
+	<p>
+		[page:Quaternion target] — 结果将被复制到这个Quaternion中。<br /><br />
+		返回一个表示该物体在世界空间中旋转的四元数。
+	</p>
 
 
-		<h2>Static Properties</h2>
-		<p>
-			Static properties and methods are defined per class rather than per instance of that class.
-			This means that changing [page:Object3D.DefaultUp] or [page:Object3D.DefaultMatrixAutoUpdate]
-			will change the values of [page:.up up] and [page:.matrixAutoUpdate matrixAutoUpdate] for
-			<em>every</em>	instance of Object3D (or derived classes)	created after the change has
-			been made (already created Object3Ds will not be affected).
-		</p>
+	<h3>[method:Vector3 getWorldScale]( [param:Vector3 target] )</h3>
+	<p>
+		[page:Vector3 target] — 结果将被复制到这个Vector3中。<br /><br />
+		返回一个包含着该物体在世界空间中各个轴向上所应用的缩放因数的矢量。
+	</p>
 
 
-		<h3>[property:Vector3 DefaultUp]</h3>
-		<p>
-			The default [page:.up up] direction for objects, also used as the default position for [page:DirectionalLight],
-			[page:HemisphereLight] and [page:Spotlight] (which creates lights shining from the top down).<br />
-			Set to ( 0, 1, 0 ) by default.
-		</p>
+	<h3>[method:Vector3 getWorldDirection]( [param:Vector3 target] )</h3>
+	<p>
+		[page:Vector3 target] — 结果将被复制到这个Vector3中。 <br /><br />
+		返回一个表示该物体在世界空间中Z轴正方向的矢量。
+	</p>
 
 
-		<h3>[property:Vector3 DefaultMatrixAutoUpdate]</h3>
-		<p>
-			The default setting for [page:.matrixAutoUpdate matrixAutoUpdate] for newly created Object3Ds.<br />
 
 
-		</p>
-
-
-		<h2>Methods</h2>
-
-		<h3>[page:EventDispatcher EventDispatcher] methods are available on this class.</h3>
-
-		<h3>[method:null add]( [param:Object3D object], ... )</h3>
-		<p>
-		Adds *object* as child of this object. An arbitrary number of objects may be added. Any current parent on an
-		object passed in here will be removed, since an object can have at most one parent.<br /><br />
-
-		See [page:Group] for info on manually grouping objects.
-		</p>
-
-		<h3>[method:null applyMatrix]( [param:Matrix4 matrix] )</h3>
-		<p>Applies the matrix transform to the object and updates the object's position, rotation and scale.</p>
-
-		<h3>[method:Object3D applyQuaternion]( [param:Quaternion quaternion] )</h3>
-		<p>Applies the rotation represented by the quaternion to the object.</p>
-
-		<h3>[method:Object3D clone]( [param:Boolean recursive] )</h3>
-		<p>
-		recursive -- if true, descendants of the object are also cloned. Default is true.<br /><br />
-
-		Returns a clone of this object and optionally all descendants.
-		</p>
-
-		<h3>[method:this copy]( [param:Object3D object], [param:Boolean recursive] )</h3>
-		<p>
-		recursive -- if true, descendants of the object are also copied. Default is true.<br /><br />
-
-		Copy the given object into this object.
-		</p>
-
-		<h3>[method:Object3D getObjectById]( [param:Integer id] )</h3>
-		<p>
-		id -- Unique number of the object instance<br /><br />
-
-		Searches through the object's children and returns the first with a matching id.<br />
-		Note that ids are assigned in chronological order: 1, 2, 3, ..., incrementing by one for each new object.
-		</p>
-
-		<h3>[method:Object3D getObjectByName]( [param:String name] )</h3>
-		<p>
-		name -- String to match to the children's Object3D.name property. <br /><br />
-
-		Searches through the object's children and returns the first with a matching name.<br />
-		Note that for most objects the name is an empty string by default. You will
-		have to set it manually to make use of this method.
-		</p>
-
-		<h3>[method:Object3D getObjectByProperty]( [param:String name], [param:Float value] )</h3>
-		<p>
-		name -- the property name to search for. <br />
-		value -- value of the given property. <br /><br />
-
-		Searches through the object's children and returns the first with a property that matches the value given.
-		</p>
-
-		<h3>[method:Vector3 getWorldPosition]( [param:Vector3 target] )</h3>
-		<p>
-		[page:Vector3 target] — the result will be copied into this Vector3. <br /><br />
-
-		Returns a vector representing the position of the object in world space.
-		</p>
-
-		<h3>[method:Quaternion getWorldQuaternion]( [param:Quaternion target] )</h3>
-		<p>
-		[page:Quaternion target] — the result will be copied into this Quaternion. <br /><br />
-
-		Returns a quaternion representing the rotation of the object in world space.
-		</p>
-
-		<h3>[method:Vector3 getWorldScale]( [param:Vector3 target] )</h3>
-		<p>
-		[page:Vector3 target] — the result will be copied into this Vector3. <br /><br />
-
-		Returns a vector of the scaling factors applied to the object for each axis in world space.
-		</p>
-
-		<h3>[method:Vector3 getWorldDirection]( [param:Vector3 target] )</h3>
-		<p>
-		[page:Vector3 target] — the result will be copied into this Vector3. <br /><br />
-
-		Returns a vector representing the direction of object's positive z-axis in world space.
-		</p>
-
-
-		<h3>[method:Vector3 localToWorld]( [param:Vector3 vector] )</h3>
-		<p>
-		vector - A vector representing a position in local (object) space.<br /><br />
-
-		Converts the vector from local space to world space.
-		</p>
-
-		<h3>[method:null lookAt]( [param:Vector3 vector] )</br>
+	<h3>[method:Vector3 localToWorld]( [param:Vector3 vector] )</h3>
+	<p>
+		vector - 一个表示局部(物体)空间中位置的向量。 <br /><br />
+		将局部空间向量转换为世界空间向量。
+	</p>
+
+	<h3>[method:null lookAt]( [param:Vector3 vector] )</br>
 		[method:null lookAt]( [param:Float x], [param:Float y], [param:Float z] )</h3>
 		[method:null lookAt]( [param:Float x], [param:Float y], [param:Float z] )</h3>
-		<p>
-		vector - A vector representing a position in world space.<br /><br />
-		Optionally, the [page:.x x], [page:.y y] and [page:.z z] components of the world space position.<br /><br />
-
-		Rotates the object to face a point in world space.<br /><br />
-
-		This method does not support objects with rotated and/or translated parent(s).
-		</p>
-
-		<h3>[method:Array raycast]( [param:Raycaster raycaster], [param:Array intersects] )</h3>
-		<p>
-		Abstract (empty) method to get intersections between a casted ray and this object.
-		Subclasses such as [page:Mesh], [page:Line], and [page:Points] implement this method in order
-		to use raycasting.
-		</p>
-
-		<h3>[method:null remove]( [param:Object3D object], ... )</h3>
-		<p>
-		Removes *object* as child of this object. An arbitrary number of objects may be removed.
-		</p>
-
-		<h3>[method:this rotateOnAxis]( [param:Vector3 axis], [param:Float angle] )</h3>
-		<p>
-		axis -- A normalized vector in object space. <br />
-		angle -- The angle in radians.<br /><br />
-
-		Rotate an object along an axis in object space. The axis is assumed to be normalized.
-		</p>
-
-		<h3>[method:this rotateOnWorldAxis]( [param:Vector3 axis], [param:Float angle] )</h3>
-		<p>
-		axis -- A normalized vector in world space. <br />
-		angle -- The angle in radians.<br /><br />
-
-		Rotate an object along an axis in world space. The axis is assumed to be normalized.
-		Method Assumes no rotated parent.
-		</p>
-
-		<h3>[method:this rotateX]( [param:Float rad] )</h3>
-		<p>
-		rad - the angle to rotate in radians.<br /><br />
-
-		Rotates the object around x axis in local space.
-		</p>
-
-		<h3>[method:this rotateY]( [param:Float rad] )</h3>
-		<p>
-		rad - the angle to rotate in radians.<br /><br />
-
-		Rotates the object around y axis in local space.
-		</p>
+	<p>
+		vector - 一个表示世界空间中位置的向量。<br /><br />
+		也可以使用世界空间中[page:.x x]、[page:.y y]和[page:.z z]的位置分量。<br /><br />
+		旋转物体使其在世界空间中面朝一个点。<br /><br />
+		这一方法不支持其父级被旋转过或者被位移过的物体。
+	</p>
+
+	<h3>[method:Array raycast]( [param:Raycaster raycaster], [param:Array intersects] )</h3>
+	<p>抽象(空方法),在一条被投射出的射线与这个物体之间获得交点。
+		在一些子类,例如[page:Mesh], [page:Line], and [page:Points]实现了这个方法,以用于光线投射。
+	</p>
+
+	<h3>[method:null remove]( [param:Object3D object], ... )</h3>
+	<p>
+		从当前对象的子级中移除<b>对象</b>。可以移除任意数量的对象。
+	</p>
+
+	<h3>[method:this rotateOnAxis]( [param:Vector3 axis], [param:Float angle] )</h3>
+	<p>
+		axis —— 一个在局部空间中的标准化向量。<br />
+		angle —— 角度,以弧度来表示。<br /><br />
+		在局部空间中绕着该物体的轴来旋转一个物体,假设这个轴已被标准化。
+	</p>
+
+	<h3>[method:this rotateOnWorldAxis]( [param:Vector3 axis], [param:Float angle] )</h3>
+	<p>
+		axis -- 一个在世界空间中的标准化向量。<br />
+		angle -- 角度,以弧度来表示。<br /><br />
+
+		在世界空间中绕着该物体的轴来旋转一个物体,假设这个轴已被标准化。
+		方法假设该物体没有旋转过的父级。
+	</p>
+
+	<h3>[method:this rotateX]( [param:Float rad] )</h3>
+	<p>
+		rad - 将要旋转的角度(以弧度来表示)。<br /><br />
+		绕局部空间的X轴旋转这个物体。
+	</p>
+
+	<h3>[method:this rotateY]( [param:Float rad] )</h3>
+	<p>
+		rad - 将要旋转的角度(以弧度来表示)。<br /><br />
+		绕局部空间的Y轴旋转这个物体。
+	</p>
 
 
-		<h3>[method:this rotateZ]( [param:Float rad] )</h3>
-		<p>
-		rad - the angle to rotate in radians.<br /><br />
+	<h3>[method:this rotateZ]( [param:Float rad] )</h3>
+	<p>
+		rad - 将要旋转的角度(以弧度来表示)。<br /><br />
+		绕局部空间的Z轴旋转这个物体。
+	</p>
 
 
-		Rotates the object around z axis in local space.
-		</p>
+	<h3>[method:null setRotationFromAxisAngle]( [param:Vector3 axis], [param:Float angle] )</h3>
+	<p>
+		axis -- 一个在局部空间中的标准化向量。<br />
+		angle -- 角度(以弧度来表示)。<br /><br />
 
 
-		<h3>[method:null setRotationFromAxisAngle]( [param:Vector3 axis], [param:Float angle] )</h3>
-		<p>
-			axis -- A normalized vector in object space. <br />
-			angle -- angle in radians<br /><br />
+		调用[page:.quaternion]中的[page:Quaternion.setFromAxisAngle setFromAxisAngle]( [page:Float axis], [page:Float angle] )。
+	</p>
 
 
-			Calls [page:Quaternion.setFromAxisAngle setFromAxisAngle]( [page:Float axis], [page:Float angle] )
-			on the [page:.quaternion].
-		</p>
+	<h3>[method:null setRotationFromEuler]( [param:Euler euler] )</h3>
+	<p>
+		euler -- 指定了旋转量的欧拉角。<br />
 
 
-		<h3>[method:null setRotationFromEuler]( [param:Euler euler] )</h3>
-		<p>
-			euler -- Euler angle specifying rotation amount.<br />
+		调用[page:.quaternion]中的[page:Quaternion.setRotationFromEuler setRotationFromEuler]( [page:Euler euler])。
 
 
-			Calls [page:Quaternion.setRotationFromEuler setRotationFromEuler]( [page:Euler euler])
-			on the [page:.quaternion].
-		</p>
+	</p>
 
 
-		<h3>[method:null setRotationFromMatrix]( [param:Matrix4 m] )</h3>
-		<p>
-			m -- rotate the quaternion by the rotation component of the matrix.<br />
+	<h3>[method:null setRotationFromMatrix]( [param:Matrix4 m] )</h3>
+	<p>
+		m -- 通过该矩阵中的旋转分量来旋转四元数。<br />
+			
+		调用[page:.quaternion]中的[page:Quaternion.setFromRotationMatrix setFromRotationMatrix]( [page:Matrix4 m])。
+		<br /><br />
 
 
-			Calls [page:Quaternion.setFromRotationMatrix setFromRotationMatrix]( [page:Matrix4 m])
-			on the [page:.quaternion].<br /><br />
+		请注意,这里假设m上的3x3矩阵是一个纯旋转矩阵(即未缩放的矩阵)。
+	</p>
 
 
-			Note that this assumes that the upper 3x3 of m is a pure rotation matrix (i.e, unscaled).
-		</p>
+	<h3>[method:null setRotationFromQuaternion]( [param:Quaternion q] )</h3>
+	<p>
+		q -- 标准化的四元数。<br /><br />
 
 
-		<h3>[method:null setRotationFromQuaternion]( [param:Quaternion q] )</h3>
-		<p>
-			q -- normalized Quaternion.<br /><br />
+将所给的四元数复制到[page:.quaternion]中。
+	</p>
 
 
-			Copy the given quaternion into [page:.quaternion].
-		</p>
+	<h3>[method:null toJSON]( [param:Quaternion q] )</h3>
+	<p>
+		将这个对象转换为JSON格式。
+	</p>
 
 
-		<h3>[method:null toJSON]( [param:Quaternion q] )</h3>
-		<p>
-			Convert the object to JSON format.
-		</p>
+	<h3>[method:this translateOnAxis]( [param:Vector3 axis], [param:Float distance] )</h3>
+	<p>
+		axis -- 一个在局部空间中的标准化向量。<br />
+		distance -- 将要平移的距离。<br /><br />
+		在局部空间中沿着一条轴来平移物体,假设轴已被标准化。
+	</p>
 
 
-		<h3>[method:this translateOnAxis]( [param:Vector3 axis], [param:Float distance] )</h3>
-		<p>
-		axis -- A normalized vector in object space.<br />
-		distance -- The distance to translate.<br /><br />
+	<h3>[method:this translateX]( [param:Float distance] )</h3>
+	<p>沿着X轴将平移*distance*个单位。</p>
 
 
-		Translate an object by distance along an axis in object space. The axis is assumed to be normalized.
-		</p>
+	<h3>[method:this translateY]( [param:Float distance] )</h3>
+	<p>沿着Y轴将平移*distance*个单位。</p>
 
 
-		<h3>[method:this translateX]( [param:Float distance] )</h3>
-		<p>Translates object along x axis in object space by *distance* units.</p>
+	<h3>[method:this translateZ]( [param:Float distance] )</h3>
+	<p>沿着Z轴将平移*distance*个单位。</p>
 
 
-		<h3>[method:this translateY]( [param:Float distance] )</h3>
-		<p>Translates object along y axis in object space by *distance* units.</p>
+	<h3>[method:null traverse]( [param:Function callback] )</h3>
+	<p>
 
 
-		<h3>[method:this translateZ]( [param:Float distance] )</h3>
-		<p>Translates object along z axis in object space by *distance* units.</p>
+		callback - 以一个object3D对象作为第一个参数的函数。
+		<br /><br />
 
 
-		<h3>[method:null traverse]( [param:Function callback] )</h3>
-		<p>
-		callback - A function with as first argument an object3D object.<br /><br />
+		在对象以及后代中执行的回调函数。
+	</p>
 
 
-		Executes the callback on this object and all descendants.
-		</p>
+	<h3>[method:null traverseVisible]( [param:Function callback] )</h3>
+	<p>
+			callback - 以一个object3D对象作为第一个参数的函数。
+			<br /><br />
 
 
-		<h3>[method:null traverseVisible]( [param:Function callback] )</h3>
-		<p>
-		callback - A function with as first argument an object3D object.<br /><br />
+		类似traverse函数,但在这里,回调函数仅对可见的对象执行,不可见对象的后代将不遍历。
+	</p>
 
 
-		Like traverse, but the callback will only be executed for visible objects.
-		Descendants of invisible objects are not traversed.
-		</p>
+	<h3>[method:null traverseAncestors]( [param:Function callback] )</h3>
+	<p>
+		callback - 以一个object3D对象作为第一个参数的函数。<br /><br />
 
 
-		<h3>[method:null traverseAncestors]( [param:Function callback] )</h3>
-		<p>
-		callback - A function with as first argument an object3D object.<br /><br />
+		在所有的祖先中执行回调函数。
+	</p>
 
 
-		Executes the callback on all ancestors.
-		</p>
+	<h3>[method:null updateMatrix]()</h3>
+	<p>更新局部变换。</p>
 
 
-		<h3>[method:null updateMatrix]()</h3>
-		<p>Update the local transform.</p>
+	<h3>[method:null updateMatrixWorld]( [param:Boolean force] )</h3>
+	<p>更新物体及其子级的全局变换。</p>
 
 
-		<h3>[method:null updateMatrixWorld]( [param:Boolean force] )</h3>
-		<p>Update the global transform of the object and its children.</p>
 
 
+	<h3>[method:Vector3 worldToLocal]( [param:Vector3 vector] )</h3>
+	<p>
+		vector - 一个世界向量.<br /><br />
 
 
-		<h3>[method:Vector3 worldToLocal]( [param:Vector3 vector] )</h3>
-		<p>
-		vector - A world vector.<br /><br />
+		将世界空间中的向量转换为局部空间向量。
+	</p>
 
 
-		Updates the vector from world space to local space.
-		</p>
+	<h2>源代码</h2>
 
 
-		<h2>Source</h2>
+	[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+</body>
 
 
-		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-	</body>
-</html>
+</html>

+ 48 - 47
docs/api/zh/core/Raycaster.html

@@ -8,15 +8,14 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	</head>
 	<body>
 	<body>
-		<h1>[name]</h1>
+		<h1>光线投射[name]</h1>
 
 
 		<p class="desc">
 		<p class="desc">
-		This class is designed to assist with [link:https://en.wikipedia.org/wiki/Ray_casting raycasting].
-		Raycasting is used for mouse picking (working out what objects in the 3d space the mouse is over) amongst
-		other things.
+			这个类用于进行[link:https://en.wikipedia.org/wiki/Ray_casting raycasting](光线投射)。
+			光线投射用于进行鼠标拾取(在三维空间中计算出鼠标移过了什么物体)。
 		</p>
 		</p>
 
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 		<code>
 		<code>
 		var raycaster = new THREE.Raycaster();
 		var raycaster = new THREE.Raycaster();
 		var mouse = new THREE.Vector2();
 		var mouse = new THREE.Vector2();
@@ -55,7 +54,7 @@
 
 
 		</code>
 		</code>
 		<div>
 		<div>
-			Examples: [example:webgl_interactive_cubes Raycasting to a Mesh]<br />
+			其它示例:<br>[example:webgl_interactive_cubes Raycasting to a Mesh]<br />
 			[example:webgl_interactive_cubes_ortho Raycasting to a Mesh in using an OrthographicCamera]<br />
 			[example:webgl_interactive_cubes_ortho Raycasting to a Mesh in using an OrthographicCamera]<br />
 			[example:webgl_interactive_buffergeometry Raycasting to a Mesh with BufferGeometry]<br />
 			[example:webgl_interactive_buffergeometry Raycasting to a Mesh with BufferGeometry]<br />
 			[example:webgl_interactive_lines Raycasting to a Line]<br />
 			[example:webgl_interactive_lines Raycasting to a Line]<br />
@@ -71,44 +70,41 @@
 		</p>
 		</p>
 
 
 
 
-		<h2>Constructor</h2>
+		<h2>构造器</h2>
 
 
 		<h3>[name]( [param:Vector3 origin], [param:Vector3 direction], [param:Float near], [param:Float far] ) {</h3>
 		<h3>[name]( [param:Vector3 origin], [param:Vector3 direction], [param:Float near], [param:Float far] ) {</h3>
 		<p>
 		<p>
-		[page:Vector3 origin] — The origin vector where the ray casts from.<br />
-		[page:Vector3 direction] — The direction vector that gives direction to the ray. Should be normalized.<br />
-		[page:Float near] — All results returned are further away than near. Near can't be negative. Default value is 0.<br />
-		[page:Float far] — All results returned are closer than far. Far can't be lower than near. Default value is Infinity.
-		</p>
+		[page:Vector3 origin] —— 光线投射的原点向量。<br />
+		[page:Vector3 direction] —— 向射线提供方向的方向向量,应当被标准化。<br />
+		[page:Float near] —— 返回的所有结果比near远。near不能为负值,其默认值为0。<br />
+		[page:Float far] —— 返回的所有结果都比far近。far不能小于near,其默认值为Infinity(正无穷。)</p>
 		<p>
 		<p>
-		This creates a new raycaster object.<br />
+			这将创建一个新的raycaster对象。<br />
 		</p>
 		</p>
 
 
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 
 		<h3>[property:float far]</h3>
 		<h3>[property:float far]</h3>
 		<p>
 		<p>
-		The far factor of the raycaster. This value indicates which objects can be discarded based on the distance.
-		This value shouldn't be negative and should be larger than the near property.
+			raycaster的远距离因数(投射远点)。这个值表明哪些对象可以基于该距离而被raycaster所丢弃。
+			这个值不应当为负,并且应当比near属性大。
 		</p>
 		</p>
 
 
 		<h3>[property:float linePrecision]</h3>
 		<h3>[property:float linePrecision]</h3>
 		<p>
 		<p>
-		The precision factor of the raycaster when intersecting [page:Line] objects.
+			raycaster与[page:Line](线)物体相交时的精度因数。
 		</p>
 		</p>
 
 
 		<h3>[property:float near]</h3>
 		<h3>[property:float near]</h3>
 		<p>
 		<p>
-		The near factor of the raycaster. This value indicates which objects can be discarded based on the distance.
-		This value shouldn't be negative and should be smaller than the far property.
+			raycaster的近距离因数(投射近点)。这个值表明哪些对象可以基于该距离而被raycaster所丢弃。
+			这个值不应当为负,并且应当比near属性小。
 		</p>
 		</p>
 
 
 		<h3>[property:Object params]</h3>
 		<h3>[property:Object params]</h3>
 		<p>
 		<p>
-		An object with the following properties:
-
-			<code>
+			具有以下属性的物体:<code>
 {
 {
 	Mesh: {},
 	Mesh: {},
 	Line: {},
 	Line: {},
@@ -121,68 +117,73 @@
 		</p>
 		</p>
 
 
 		<h3>[property:Ray ray]</h3>
 		<h3>[property:Ray ray]</h3>
-		<p>The [Page:Ray] used for the raycasting.</p>
+		<p>用于进行光线投射的[Page:Ray](射线)。</p>
 
 
 
 
-		<h2>Methods</h2>
+		<h2>方法</h2>
 
 
 		<h3>[method:null set]( [param:Vector3 origin], [param:Vector3 direction] )</h3>
 		<h3>[method:null set]( [param:Vector3 origin], [param:Vector3 direction] )</h3>
 		<p>
 		<p>
-		[page:Vector3 origin] — The origin vector where the ray casts from.<br />
-		[page:Vector3 direction] — The normalized direction vector that gives direction to the ray.
+		[page:Vector3 origin] —— 光线投射的原点向量。<br />
+		[page:Vector3 direction] —— 为光线提供方向的标准化方向向量。
 		</p>
 		</p>
 		<p>
 		<p>
-		Updates the ray with a new origin and direction.
+			使用一个新的原点和方向来更新射线。
 		</p>
 		</p>
 
 
 		<h3>[method:null setFromCamera]( [param:Vector2 coords], [param:Camera camera] )</h3>
 		<h3>[method:null setFromCamera]( [param:Vector2 coords], [param:Camera camera] )</h3>
 		<p>
 		<p>
-		[page:Vector2 coords] — 2D coordinates of the mouse, in normalized device coordinates (NDC)---X and Y components should be between -1 and 1.<br />
-		[page:Camera camera] — camera from which the ray should originate
+		[page:Vector2 coords] —— 在标准化设备坐标中鼠标的二维坐标 —— X分量与Y分量应当在-1到1之间。<br />
+								
+		[page:Camera camera] —— 射线所来源的摄像机。
 		</p>
 		</p>
 		<p>
 		<p>
-		Updates the ray with a new origin and direction.
+			使用一个新的原点和方向来更新射线。
 		</p>
 		</p>
 
 
 		<h3>[method:Array intersectObject]( [param:Object3D object], [param:Boolean recursive], [param:Array optionalTarget] )</h3>
 		<h3>[method:Array intersectObject]( [param:Object3D object], [param:Boolean recursive], [param:Array optionalTarget] )</h3>
 		<p>
 		<p>
-		[page:Object3D object] — The object to check for intersection with the ray.<br />
-		[page:Boolean recursive] — If true, it also checks all descendants. Otherwise it only checks intersecton with the object. Default is false.<br />
-		[page:Array optionalTarget] — (optional) target to set the result. Otherwise a new [page:Array] is instantiated. If set, you must clear this array prior to each call (i.e., array.length = 0;).
+		[page:Object3D object] —— 检查与射线相交的物体。<br />
+		[page:Boolean recursive] —— 若为true,则同时也会检查所有的后代。否则将只会检查对象本身。默认值为false。<br />
+		[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>
 		<p>
 		<p>
-		Checks all intersection between the ray and the object with or without the descendants. Intersections are returned sorted by distance, closest first. An array of intersections is returned...
+			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>
 		</p>
 		<code>
 		<code>
 				[ { distance, point, face, faceIndex, object }, ... ]
 				[ { distance, point, face, faceIndex, object }, ... ]
 		</code>
 		</code>
 		<p>
 		<p>
-			[page:Float distance] – distance between the origin of the ray and the intersection<br />
-			[page:Vector3 point] – point of intersection, in world coordinates<br />
-			[page:Face3 face] – intersected face<br />
-			[page:Integer faceIndex] – index of the intersected face<br />
-			[page:Object3D object] – the intersected object<br />
-			[page:Vector2 uv] - U,V coordinates at point of intersection
+			[page:Float distance] —— 射线投射原点和相交部分之间的距离。<br />
+			[page:Vector3 point] —— 相交部分的点(世界坐标)<br />
+			[page:Face3 face] —— 相交的面<br />
+			[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。
 		</p>
 		</p>
 		<p>
 		<p>
-		*Raycaster* delegates to the [page:Object3D.raycast raycast] method of the passed object, when evaluating whether the ray intersects the object or not. This allows [page:Mesh meshes] to respond differently to ray casting than [page:Line lines] and [page:Points pointclouds].
+			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。
+			这将可以让[page:Mesh mesh]对于光线投射的响应不同于[page:Line lines]和[page:Points pointclouds]。
 		</p>
 		</p>
 		<p>
 		<p>
-		*Note* that for meshes, faces must be pointed towards the origin of the [page:.ray ray] in order to be detected; intersections of the ray passing through the back of a face will not be detected. To raycast against both faces of an object, you'll want to set the [page:Mesh.material material]'s [page:Material.side side] property to *THREE.DoubleSide*.
+			<strong>请注意</strong>:对于网格来说,面必须朝向射线的原点,以便其能够被检测到。
+			用于交互的射线穿过面的背侧时,将不会被检测到。如果需要对物体中面的两侧进行光线投射,
+			你需要将[page:Mesh.material material]中的[page:Material.side side]属性设置为*THREE.DoubleSide*。
 		</p>
 		</p>
 
 
 		<h3>[method:Array intersectObjects]( [param:Array objects], [param:Boolean recursive], [param:Array optionalTarget] )</h3>
 		<h3>[method:Array intersectObjects]( [param:Array objects], [param:Boolean recursive], [param:Array optionalTarget] )</h3>
 		<p>
 		<p>
-		[page:Array objects] — The objects to check for intersection with the ray.<br />
-		[page:Boolean recursive] — If true, it also checks all descendants of the objects. Otherwise it only checks intersecton with the objects. Default is false.<br />
-		[page:Array optionalTarget] — (optional) target to set the result. Otherwise a new [page:Array] is instantiated. If set, you must clear this array prior to each call (i.e., array.length = 0;).
+		[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;)。
 		</p>
 		</p>
 		<p>
 		<p>
-		Checks all intersection between the ray and the objects with or without the descendants. Intersections are returned sorted by distance, closest first. Intersections are of the same form as those returned by [page:.intersectObject].
+			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。
 		</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>

+ 20 - 19
docs/api/zh/geometries/BoxBufferGeometry.html

@@ -10,9 +10,10 @@
 	<body>
 	<body>
 		[page:BufferGeometry] &rarr;
 		[page:BufferGeometry] &rarr;
 
 
-		<h1>[name]</h1>
+		<h1>立方缓冲几何体([name]</h1>
 
 
-		<p class="desc">This is the [page:BufferGeometry] port of [page:BoxGeometry].</p>
+		<p class="desc">
+			这是[page:BoxGeometry]中的[page:BufferGeometry]接口。</p>
 
 
 		<iframe id="scene" src="scenes/geometry-browser.html#BoxBufferGeometry"></iframe>
 		<iframe id="scene" src="scenes/geometry-browser.html#BoxBufferGeometry"></iframe>
 
 
@@ -32,7 +33,7 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 
 		<code>var geometry = new THREE.BoxBufferGeometry( 1, 1, 1 );
 		<code>var geometry = new THREE.BoxBufferGeometry( 1, 1, 1 );
 		var material = new THREE.MeshBasicMaterial( {color: 0x00ff00} );
 		var material = new THREE.MeshBasicMaterial( {color: 0x00ff00} );
@@ -40,35 +41,35 @@
 		scene.add( cube );
 		scene.add( cube );
 		</code>
 		</code>
 
 
-		<h2>Constructor</h2>
+		<h2>构造器</h2>
 
 
 		<h3>[name]([param:Float width], [param:Float height], [param:Float depth], [param:Integer widthSegments], [param:Integer heightSegments], [param:Integer depthSegments])</h3>
 		<h3>[name]([param:Float width], [param:Float height], [param:Float depth], [param:Integer widthSegments], [param:Integer heightSegments], [param:Integer depthSegments])</h3>
 		<p>
 		<p>
-		width — Width of the sides on the X axis. Default is 1.<br />
-		height — Height of the sides on the Y axis. Default is 1.<br />
-		depth — Depth of the sides on the Z axis. Default is 1.<br />
-		widthSegments — Optional. Number of segmented faces along the width of the sides. Default is 1.<br />
-		heightSegments — Optional. Number of segmented faces along the height of the sides. Default is 1.<br />
-		depthSegments — Optional. Number of segmented faces along the depth of the sides. Default is 1.
+		width — X轴上面的宽度,默认值为1。<br />
+		height — Y轴上面的高度,默认值为1。<br />
+		depth — Z轴上面的深度,默认值为1。<br />
+		widthSegments — (可选)宽度的分段数,默认值是1。<br />
+		heightSegments — (可选)宽度的分段数,默认值是1。<br />
+		depthSegments — (可选)宽度的分段数,默认值是1。
 		</p>
 		</p>
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 
 		<h3>[property:Object parameters]</h3>
 		<h3>[property:Object parameters]</h3>
 		<p>
 		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
-		</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。
+			</p>
  		<p>
  		<p>
-			Using the above example code above as our basis:
+			 使用上面的示例代码来作为基础:
 			<code>
 			<code>
-		geometry.parameters; // outputs an object {width: 1, height: 1, depth: 1, widthSegments: undefined, heightSegments: undefined}
-		cube.geometry.parameters; // as above
-		cube.geometry.parameters.width; // === 1
-		cube.geometry.parameters.widthSegments // === undefined.
+				geometry.parameters; // outputs an object {width: 1, height: 1, depth: 1, widthSegments: undefined, heightSegments: undefined}
+				cube.geometry.parameters; // as above
+				cube.geometry.parameters.width; // === 1
+				cube.geometry.parameters.widthSegments // === undefined.
 			</code>
 			</code>
  		</p>
  		</p>
 
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/BoxGeometry.js src/geometries/BoxGeometry.js]
 		[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/BoxGeometry.js src/geometries/BoxGeometry.js]
 	</body>
 	</body>

+ 17 - 16
docs/api/zh/geometries/BoxGeometry.html

@@ -10,9 +10,10 @@
 	<body>
 	<body>
 		[page:Geometry] &rarr;
 		[page:Geometry] &rarr;
 
 
-		<h1>[name]</h1>
+		<h1>立方几何体([name]</h1>
 
 
-		<p class="desc">BoxGeometry is the quadrilateral primitive geometry class. It is typically used for creating a cube or irregular quadrilateral of the dimensions provided with the 'width', 'height', and 'depth' constructor arguments.</p>
+		<p class="desc">
+			BoxGeometry是四边形的原始几何类,它通常使用构造函数所提供的“width”、“height”、“depth”参数来创建立方体或者不规则四边形。</p>
 
 
 		<iframe id="scene" src="scenes/geometry-browser.html#BoxGeometry"></iframe>
 		<iframe id="scene" src="scenes/geometry-browser.html#BoxGeometry"></iframe>
 
 
@@ -32,7 +33,7 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 
 		<code>var geometry = new THREE.BoxGeometry( 1, 1, 1 );
 		<code>var geometry = new THREE.BoxGeometry( 1, 1, 1 );
 		var material = new THREE.MeshBasicMaterial( {color: 0x00ff00} );
 		var material = new THREE.MeshBasicMaterial( {color: 0x00ff00} );
@@ -40,27 +41,27 @@
 		scene.add( cube );
 		scene.add( cube );
 		</code>
 		</code>
 
 
-		<h2>Constructor</h2>
+		<h2>构造器</h2>
 
 
 		<h3>[name]([param:Float width], [param:Float height], [param:Float depth], [param:Integer widthSegments], [param:Integer heightSegments], [param:Integer depthSegments])</h3>
 		<h3>[name]([param:Float width], [param:Float height], [param:Float depth], [param:Integer widthSegments], [param:Integer heightSegments], [param:Integer depthSegments])</h3>
 		<p>
 		<p>
-		width — Width of the sides on the X axis. Default is 1.<br />
-		height — Height of the sides on the Y axis. Default is 1.<br />
-		depth — Depth of the sides on the Z axis. Default is 1.<br />
-		widthSegments — Optional. Number of segmented faces along the width of the sides. Default is 1.<br />
-		heightSegments — Optional. Number of segmented faces along the height of the sides. Default is 1.<br />
-		depthSegments — Optional. Number of segmented faces along the depth of the sides. Default is 1.
+				width — X轴上面的宽度,默认值为1。<br />
+				height — Y轴上面的高度,默认值为1。<br />
+				depth — Z轴上面的深度,默认值为1。<br />
+				widthSegments — (可选)宽度的分段数,默认值是1。<br />
+				heightSegments — (可选)宽度的分段数,默认值是1。<br />
+				depthSegments — (可选)宽度的分段数,默认值是1。
 		</p>
 		</p>
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 
 		<h3>[property:Object parameters]</h3>
 		<h3>[property:Object parameters]</h3>
 		<p>
 		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
-		</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。
+			</p>
  		<p>
  		<p>
-			Using the above example code above as our basis:
-			<code>
+				使用上面的示例代码来作为基础:
+				<code>
 				geometry.parameters; // outputs an object {width: 1, height: 1, depth: 1, widthSegments: undefined, heightSegments: undefined}
 				geometry.parameters; // outputs an object {width: 1, height: 1, depth: 1, widthSegments: undefined, heightSegments: undefined}
 				cube.geometry.parameters; // as above
 				cube.geometry.parameters; // as above
 				cube.geometry.parameters.width; // === 1
 				cube.geometry.parameters.width; // === 1
@@ -68,7 +69,7 @@
 			</code>
 			</code>
  		</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>

+ 12 - 12
docs/api/zh/geometries/CircleBufferGeometry.html

@@ -10,9 +10,9 @@
 	<body>
 	<body>
 		[page:BufferGeometry] &rarr;
 		[page:BufferGeometry] &rarr;
 
 
-		<h1>[name]</h1>
+		<h1>圆形缓冲几何体[name]</h1>
 
 
-		<p class="desc">This is the [page:BufferGeometry] port of [page:CircleGeometry].</p>
+		<p class="desc">这是[page:CircleGeometry]中的[page:BufferGeometry]接口。</p>
 
 
 		<iframe id="scene" src="scenes/geometry-browser.html#CircleBufferGeometry"></iframe>
 		<iframe id="scene" src="scenes/geometry-browser.html#CircleBufferGeometry"></iframe>
 
 
@@ -32,7 +32,7 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 
 		<code>
 		<code>
 		var geometry = new THREE.CircleBufferGeometry( 5, 32 );
 		var geometry = new THREE.CircleBufferGeometry( 5, 32 );
@@ -41,24 +41,24 @@
 		scene.add( circle );
 		scene.add( circle );
 		</code>
 		</code>
 
 
-		<h2>Constructor</h2>
+		<h2>构造器</h2>
 
 
 		<h3>[name]([param:Float radius], [param:Integer segments], [param:Float thetaStart], [param:Float thetaLength])</h3>
 		<h3>[name]([param:Float radius], [param:Integer segments], [param:Float thetaStart], [param:Float thetaLength])</h3>
 		<p>
 		<p>
-		radius — Radius of the circle, default = 1.<br />
-		segments — Number of segments (triangles), minimum = 3, default = 8.<br />
-		thetaStart — Start angle for first segment, default = 0 (three o'clock position).<br />
-		thetaLength — The central angle, often called theta, of the circular sector. The default is 2*Pi, which makes for a complete circle.
+		radius — 圆形的半径,默认值为1<br />
+		segments — 分段(三角面)的数量,最小值为3,默认值为8。<br />
+		thetaStart — 第一个分段的起始角度,默认为0。(three o'clock position)<br />
+		thetaLength — 圆形扇区的中心角,通常被称为“θ”(西塔)。默认值是2*Pi,这使其成为一个完整的圆。
 		</p>
 		</p>
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 
 		<h3>[property:Object parameters]</h3>
 		<h3>[property:Object parameters]</h3>
 		<p>
 		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
-		</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。
+			</p>
 
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/CircleGeometry.js src/geometries/CircleGeometry.js]
 		[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/CircleGeometry.js src/geometries/CircleGeometry.js]
 	</body>
 	</body>

+ 13 - 12
docs/api/zh/geometries/CircleGeometry.html

@@ -10,9 +10,10 @@
 	<body>
 	<body>
 		[page:Geometry] &rarr;
 		[page:Geometry] &rarr;
 
 
-		<h1>[name]</h1>
+		<h1>圆形几何体([name]</h1>
 
 
-		<p class="desc">CircleGeometry is a simple shape of Euclidean geometry.  It is contructed from a number of triangular segments that are oriented around a central point and extend as far out as a given radius.  It is built counter-clockwise from a start angle and a given central angle.  It can also be used to create regular polygons, where the number of segments determines the number of sides.
+		<p class="desc">CircleGeometry是欧式几何的一个简单形状,它由围绕着一个中心点的三角分段的数量所构造,由给定的半径来延展。
+			同时它也可以用于创建规则多边形,其分段数量取决于该规则多边形的边数。
 		</p>
 		</p>
 
 
 		<iframe id="scene" src="scenes/geometry-browser.html#CircleGeometry"></iframe>
 		<iframe id="scene" src="scenes/geometry-browser.html#CircleGeometry"></iframe>
@@ -33,7 +34,7 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 
 		<code>
 		<code>
 		var geometry = new THREE.CircleGeometry( 5, 32 );
 		var geometry = new THREE.CircleGeometry( 5, 32 );
@@ -42,24 +43,24 @@
 		scene.add( circle );
 		scene.add( circle );
 		</code>
 		</code>
 
 
-		<h2>Constructor</h2>
+		<h2>构造器</h2>
 
 
 		<h3>[name]([param:Float radius], [param:Integer segments], [param:Float thetaStart], [param:Float thetaLength])</h3>
 		<h3>[name]([param:Float radius], [param:Integer segments], [param:Float thetaStart], [param:Float thetaLength])</h3>
 		<p>
 		<p>
-		radius — Radius of the circle, default = 1.<br />
-		segments — Number of segments (triangles), minimum = 3, default = 8.<br />
-		thetaStart — Start angle for first segment, default = 0 (three o'clock position).<br />
-		thetaLength — The central angle, often called theta, of the circular sector. The default is 2*Pi, which makes for a complete circle.
+			radius — 圆形的半径,默认值为1<br />
+			segments — 分段(三角面)的数量,最小值为3,默认值为8。<br />
+			thetaStart — 第一个分段的起始角度,默认为0。(three o'clock position)<br />
+			thetaLength — 圆形扇区的中心角,通常被称为“θ”(西塔)。默认值是2*Pi,这使其成为一个完整的圆。
 		</p>
 		</p>
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 
 		<h3>[property:Object parameters]</h3>
 		<h3>[property:Object parameters]</h3>
 		<p>
 		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
-		</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。
+			</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>

+ 15 - 15
docs/api/zh/geometries/ConeBufferGeometry.html

@@ -10,9 +10,9 @@
 	<body>
 	<body>
 		[page:CylinderBufferGeometry] &rarr;
 		[page:CylinderBufferGeometry] &rarr;
 
 
-		<h1>[name]</h1>
+		<h1>圆锥缓冲几何体([name]</h1>
 
 
-		<p class="desc">This is the [page:BufferGeometry] port of [page:ConeGeometry].</p>
+		<p class="desc">这是[page:ConeGeometry]中的[page:BufferGeometry]接口。</p>
 
 
 		<iframe id="scene" src="scenes/geometry-browser.html#ConeBufferGeometry"></iframe>
 		<iframe id="scene" src="scenes/geometry-browser.html#ConeBufferGeometry"></iframe>
 
 
@@ -32,7 +32,7 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 
 		<code>var geometry = new THREE.ConeBufferGeometry( 5, 20, 32 );
 		<code>var geometry = new THREE.ConeBufferGeometry( 5, 20, 32 );
 		var material = new THREE.MeshBasicMaterial( {color: 0xffff00} );
 		var material = new THREE.MeshBasicMaterial( {color: 0xffff00} );
@@ -40,27 +40,27 @@
 		scene.add( cone );
 		scene.add( cone );
 		</code>
 		</code>
 
 
-		<h2>Constructor</h2>
+		<h2>构造器</h2>
 
 
 		<h3>[name]([param:Float radius], [param:Float height], [param:Integer radialSegments], [param:Integer heightSegments], [param:Boolean openEnded], [param:Float thetaStart], [param:Float thetaLength])</h3>
 		<h3>[name]([param:Float radius], [param:Float height], [param:Integer radialSegments], [param:Integer heightSegments], [param:Boolean openEnded], [param:Float thetaStart], [param:Float thetaLength])</h3>
 		<p>
 		<p>
-		radius — Radius of the cone base. Default is 1.<br />
-		height — Height of the cone. Default is 1.<br />
-		radialSegments — Number of segmented faces around the circumference of the cone. Default is 8<br />
-		heightSegments — Number of rows of faces along the height of the cone. Default is 1.<br />
-		openEnded — A Boolean indicating whether the base of the cone is open or capped. Default is false, meaning capped.<br />
-		thetaStart — Start angle for first segment, default = 0 (three o'clock position).<br />
-		thetaLength — The central angle, often called theta, of the circular sector. The default is 2*Pi, which makes for a complete cone.
+		radius — 圆锥底部的半径,默认值为1。<br />
+		height — 圆锥的高度,默认值为1。<br />
+		radialSegments —  圆锥侧面周围的分段数,默认为8。<br />
+		heightSegments — 圆锥侧面沿着其高度的分段数,默认值为1。<br />
+		openEnded — 一个Boolean值,指明该圆锥的底面是开放的还是封顶的。默认值为false,即其底面默认是封顶的。<br />
+		thetaStart — 第一个分段的起始角度,默认为0。(three o'clock position)<br />
+		thetaLength — 圆锥底面圆扇区的中心角,通常被称为“θ”(西塔)。默认值是2*Pi,这使其成为一个完整的圆锥。
 		</p>
 		</p>
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 
 		<h3>[property:Object parameters]</h3>
 		<h3>[property:Object parameters]</h3>
 		<p>
 		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
-		</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。
+			</p>
 
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/ConeGeometry.js src/geometries/ConeGeometry.js]
 		[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/ConeGeometry.js src/geometries/ConeGeometry.js]
 	</body>
 	</body>

+ 14 - 14
docs/api/zh/geometries/ConeGeometry.html

@@ -10,9 +10,9 @@
 	<body>
 	<body>
 		[page:CylinderGeometry] &rarr;
 		[page:CylinderGeometry] &rarr;
 
 
-		<h1>[name]</h1>
+		<h1>圆锥几何体([name]</h1>
 
 
-		<p class="desc">A class for generating cone geometries</p>
+		<p class="desc">一个用于生成圆锥几何体的类。</p>
 
 
 		<iframe id="scene" src="scenes/geometry-browser.html#ConeGeometry"></iframe>
 		<iframe id="scene" src="scenes/geometry-browser.html#ConeGeometry"></iframe>
 
 
@@ -32,7 +32,7 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 
 		<code>var geometry = new THREE.ConeGeometry( 5, 20, 32 );
 		<code>var geometry = new THREE.ConeGeometry( 5, 20, 32 );
 		var material = new THREE.MeshBasicMaterial( {color: 0xffff00} );
 		var material = new THREE.MeshBasicMaterial( {color: 0xffff00} );
@@ -40,25 +40,25 @@
 		scene.add( cone );
 		scene.add( cone );
 		</code>
 		</code>
 
 
-		<h2>Constructor</h2>
+		<h2>构造器</h2>
 
 
 		<h3>[name]([param:Float radius], [param:Float height], [param:Integer radialSegments], [param:Integer heightSegments], [param:Boolean openEnded], [param:Float thetaStart], [param:Float thetaLength])</h3>
 		<h3>[name]([param:Float radius], [param:Float height], [param:Integer radialSegments], [param:Integer heightSegments], [param:Boolean openEnded], [param:Float thetaStart], [param:Float thetaLength])</h3>
 		<p>
 		<p>
-		radius — Radius of the cone at the base. Default is 1.<br />
-		height — Height of the cone. Default is 1.<br />
-		radialSegments — Number of segmented faces around the circumference of the cone. Default is 8<br />
-		heightSegments — Number of rows of faces along the height of the cone. Default is 1.<br />
-		openEnded — A Boolean indicating whether the base of the cone is open or capped. Default is false, meaning capped.<br />
-		thetaStart — Start angle for first segment, default = 0 (three o'clock position).<br />
-		thetaLength — The central angle, often called theta, of the circular sector. The default is 2*Pi, which makes for a complete cone.
+				radius — 圆锥底部的半径,默认值为1。<br />
+				height — 圆锥的高度,默认值为1。<br />
+				radialSegments — 圆锥侧面周围的分段数,默认为8。<br />
+				heightSegments — 圆锥侧面沿着其高度的分段数,默认值为1。<br />
+				openEnded — 一个Boolean值,指明该圆锥的底面是开放的还是封顶的。默认值为false,即其底面默认是封顶的。<br />
+				thetaStart — 第一个分段的起始角度,默认为0。(three o'clock position)<br />
+				thetaLength — 圆锥底面圆扇区的中心角,通常被称为“θ”(西塔)。默认值是2*Pi,这使其成为一个完整的圆锥。
 		</p>
 		</p>
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 
 		<h3>[property:Object parameters]</h3>
 		<h3>[property:Object parameters]</h3>
 		<p>
 		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
-		</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。
+			</p>
 
 
 		<h2>Source</h2>
 		<h2>Source</h2>
 
 

+ 14 - 14
docs/api/zh/geometries/CylinderBufferGeometry.html

@@ -10,9 +10,9 @@
 	<body>
 	<body>
 		[page:BufferGeometry] &rarr;
 		[page:BufferGeometry] &rarr;
 
 
-		<h1>[name]</h1>
+		<h1>圆柱缓冲几何体([name]</h1>
 
 
-		<p class="desc">This is the [page:BufferGeometry] port of [page:CylinderGeometry].</p>
+		<p class="desc">这是[page:CylinderGeometry]中的[page:BufferGeometry]接口。</p>
 
 
 		<iframe id="scene" src="scenes/geometry-browser.html#CylinderBufferGeometry"></iframe>
 		<iframe id="scene" src="scenes/geometry-browser.html#CylinderBufferGeometry"></iframe>
 
 
@@ -32,7 +32,7 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 
 		<code>var geometry = new THREE.CylinderBufferGeometry( 5, 5, 20, 32 );
 		<code>var geometry = new THREE.CylinderBufferGeometry( 5, 5, 20, 32 );
 		var material = new THREE.MeshBasicMaterial( {color: 0xffff00} );
 		var material = new THREE.MeshBasicMaterial( {color: 0xffff00} );
@@ -44,24 +44,24 @@
 
 
 		<h3>[name]([param:Float radiusTop], [param:Float radiusBottom], [param:Float height], [param:Integer radialSegments], [param:Integer heightSegments], [param:Boolean openEnded], [param:Float thetaStart], [param:Float thetaLength])</h3>
 		<h3>[name]([param:Float radiusTop], [param:Float radiusBottom], [param:Float height], [param:Integer radialSegments], [param:Integer heightSegments], [param:Boolean openEnded], [param:Float thetaStart], [param:Float thetaLength])</h3>
 		<p>
 		<p>
-		radiusTop — Radius of the cylinder at the top. Default is 1.<br />
-		radiusBottom — Radius of the cylinder at the bottom. Default is 1.<br />
-		height — Height of the cylinder. Default is 1.<br />
-		radialSegments — Number of segmented faces around the circumference of the cylinder. Default is 8<br />
-		heightSegments — Number of rows of faces along the height of the cylinder. Default is 1.<br />
-		openEnded — A Boolean indicating whether the ends of the cylinder are open or capped. Default is false, meaning capped.<br />
-		thetaStart — Start angle for first segment, default = 0 (three o'clock position).<br />
-		thetaLength — The central angle, often called theta, of the circular sector. The default is 2*Pi, which makes for a complete cylinder.
+		radiusTop — 圆柱的顶部半径,默认值是1。<br />
+		radiusBottom — 圆柱的底部半径,默认值是1。<br />
+		height — 圆柱的高度,默认值是1。<br />
+		radialSegments —  圆柱侧面周围的分段数,默认为8。<br />
+		heightSegments — 圆柱侧面沿着其高度的分段数,默认值为1。<br />
+		openEnded — 一个Boolean值,指明该圆锥的底面是开放的还是封顶的。默认值为false,即其底面默认是封顶的。<br />
+		thetaStart — 第一个分段的起始角度,默认为0。(three o'clock position)<br />
+		thetaLength — 圆柱底面圆扇区的中心角,通常被称为“θ”(西塔)。默认值是2*Pi,这使其成为一个完整的圆柱。
 		</p>
 		</p>
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 
 		<h3>[property:Object parameters]</h3>
 		<h3>[property:Object parameters]</h3>
 		<p>
 		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
+				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>
 		</p>
 
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/CylinderGeometry.js src/geometries/CylinderGeometry.js]
 		[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/CylinderGeometry.js src/geometries/CylinderGeometry.js]
 	</body>
 	</body>

+ 15 - 15
docs/api/zh/geometries/CylinderGeometry.html

@@ -10,9 +10,9 @@
 	<body>
 	<body>
 		[page:Geometry] &rarr;
 		[page:Geometry] &rarr;
 
 
-		<h1>[name]</h1>
+		<h1>圆柱几何体([name]</h1>
 
 
-		<p class="desc">A class for generating cylinder geometries</p>
+		<p class="desc">一个用于生成圆柱几何体的类</p>
 
 
 		<iframe id="scene" src="scenes/geometry-browser.html#CylinderGeometry"></iframe>
 		<iframe id="scene" src="scenes/geometry-browser.html#CylinderGeometry"></iframe>
 
 
@@ -32,7 +32,7 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 
 		<code>var geometry = new THREE.CylinderGeometry( 5, 5, 20, 32 );
 		<code>var geometry = new THREE.CylinderGeometry( 5, 5, 20, 32 );
 		var material = new THREE.MeshBasicMaterial( {color: 0xffff00} );
 		var material = new THREE.MeshBasicMaterial( {color: 0xffff00} );
@@ -40,28 +40,28 @@
 		scene.add( cylinder );
 		scene.add( cylinder );
 		</code>
 		</code>
 
 
-		<h2>Constructor</h2>
+		<h2>构造器</h2>
 
 
 		<h3>[name]([param:Float radiusTop], [param:Float radiusBottom], [param:Float height], [param:Integer radialSegments], [param:Integer heightSegments], [param:Boolean openEnded], [param:Float thetaStart], [param:Float thetaLength])</h3>
 		<h3>[name]([param:Float radiusTop], [param:Float radiusBottom], [param:Float height], [param:Integer radialSegments], [param:Integer heightSegments], [param:Boolean openEnded], [param:Float thetaStart], [param:Float thetaLength])</h3>
 		<p>
 		<p>
-		radiusTop — Radius of the cylinder at the top. Default is 1.<br />
-		radiusBottom — Radius of the cylinder at the bottom. Default is 1.<br />
-		height — Height of the cylinder. Default is 1.<br />
-		radialSegments — Number of segmented faces around the circumference of the cylinder. Default is 8<br />
-		heightSegments — Number of rows of faces along the height of the cylinder. Default is 1.<br />
-		openEnded — A Boolean indicating whether the ends of the cylinder are open or capped. Default is false, meaning capped.<br />
-		thetaStart — Start angle for first segment, default = 0 (three o'clock position).<br />
-		thetaLength — The central angle, often called theta, of the circular sector. The default is 2*Pi, which makes for a complete cylinder.
+				radiusTop — 圆柱的顶部半径,默认值是1。<br />
+				radiusBottom — 圆柱的底部半径,默认值是1。<br />
+				height — 圆柱的高度,默认值是1。<br />
+				radialSegments —  圆柱侧面周围的分段数,默认为8。<br />
+				heightSegments — 圆柱侧面沿着其高度的分段数,默认值为1。<br />
+				openEnded — 一个Boolean值,指明该圆锥的底面是开放的还是封顶的。默认值为false,即其底面默认是封顶的。<br />
+				thetaStart — 第一个分段的起始角度,默认为0。(three o'clock position)<br />
+				thetaLength — 圆柱底面圆扇区的中心角,通常被称为“θ”(西塔)。默认值是2*Pi,这使其成为一个完整的圆柱。
 		</p>
 		</p>
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 
 		<h3>[property:Object parameters]</h3>
 		<h3>[property:Object parameters]</h3>
 		<p>
 		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
+				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>
 		</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>

+ 8 - 8
docs/api/zh/geometries/DodecahedronBufferGeometry.html

@@ -10,9 +10,9 @@
 	<body>
 	<body>
 		[page:PolyhedronBufferGeometry] &rarr;
 		[page:PolyhedronBufferGeometry] &rarr;
 
 
-		<h1>[name]</h1>
+		<h1>十二面缓冲几何体([name]</h1>
 
 
-		<p class="desc">A class for generating a dodecahedron geometries.</p>
+		<p class="desc">一个用于创建十二面几何体的类。</p>
 
 
 		<iframe id="scene" src="scenes/geometry-browser.html#DodecahedronBufferGeometry"></iframe>
 		<iframe id="scene" src="scenes/geometry-browser.html#DodecahedronBufferGeometry"></iframe>
 
 
@@ -32,22 +32,22 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Constructor</h2>
+		<h2>构造器</h2>
 
 
 		<h3>[name]([param:Float radius], [param:Integer detail])</h3>
 		<h3>[name]([param:Float radius], [param:Integer detail])</h3>
 		<p>
 		<p>
-		radius — Radius of the dodecahedron. Default is 1.<br />
-		detail — Default is 0. Setting this to a value greater than 0 adds vertices making it no longer a dodecahedron.
+		radius — 十二面体的半径,默认值为1。<br />
+		detail — 默认值为0。将这个值设为一个大于0的数将会为它增加一些顶点,使其不再是一个十二面体。
 		</p>
 		</p>
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 
 		<h3>[property:Object parameters]</h3>
 		<h3>[property:Object parameters]</h3>
 		<p>
 		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
+				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>
 		</p>
 
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/DodecahedronGeometry.js src/geometries/DodecahedronGeometry.js]
 		[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/DodecahedronGeometry.js src/geometries/DodecahedronGeometry.js]
 	</body>
 	</body>

+ 37 - 34
docs/api/zh/geometries/DodecahedronGeometry.html

@@ -1,54 +1,57 @@
 <!DOCTYPE html>
 <!DOCTYPE html>
 <html lang="en">
 <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:Geometry] &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 generating a dodecahedron geometries.</p>
+<body>
+	[page:Geometry] &rarr;
 
 
-		<iframe id="scene" src="scenes/geometry-browser.html#DodecahedronGeometry"></iframe>
+	<h1>十二面几何体([name])</h1>
 
 
-		<script>
+	<p class="desc">A class for generating a dodecahedron geometries.</p>
+
+	<iframe id="scene" src="scenes/geometry-browser.html#DodecahedronGeometry"></iframe>
+
+	<script>
 
 
 		// iOS iframe auto-resize workaround
 		// iOS iframe auto-resize workaround
 
 
-		if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
+		if (/(iPad|iPhone|iPod)/g.test(navigator.userAgent)) {
 
 
-			var scene = document.getElementById( 'scene' );
+			var scene = document.getElementById('scene');
 
 
-			scene.style.width = getComputedStyle( scene ).width;
-			scene.style.height = getComputedStyle( scene ).height;
-			scene.setAttribute( 'scrolling', 'no' );
+			scene.style.width = getComputedStyle(scene).width;
+			scene.style.height = getComputedStyle(scene).height;
+			scene.setAttribute('scrolling', 'no');
 
 
 		}
 		}
 
 
-		</script>
+	</script>
+	<h2>构造器</h2>
 
 
-		<h2>Constructor</h2>
+	<h3>[name]([param:Float radius], [param:Integer detail])</h3>
+	<p>
+		radius — 十二面体的半径,默认值为1。<br />
+		detail — 默认值为0。将这个值设为一个大于0的数将会为它增加一些顶点,使其不再是一个十二面体。
+	</p>
 
 
-		<h3>[name]([param:Float radius], [param:Integer detail])</h3>
-		<p>
-		radius — Radius of the dodecahedron. Default is 1.<br />
-		detail — Default is 0. Setting this to a value greater than 0 adds vertices making it no longer a dodecahedron.
-		</p>
+	<h2>属性</h2>
 
 
-		<h2>Properties</h2>
-
-		<h3>[property:Object parameters]</h3>
-		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
+	<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。
 		</p>
 		</p>
 
 
-		<h2>Source</h2>
+	<h2>源代码</h2>
+
+	[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/DodecahedronGeometry.js
+	src/geometries/DodecahedronGeometry.js]
+</body>
 
 
-		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-	</body>
-</html>
+</html>

+ 9 - 9
docs/api/zh/geometries/EdgesGeometry.html

@@ -10,11 +10,11 @@
 	<body>
 	<body>
 		[page:BufferGeometry] &rarr;
 		[page:BufferGeometry] &rarr;
 
 
-		<h1>[name]</h1>
+		<h1>边缘几何体([name]</h1>
 
 
-		<p class="desc">This can be used as a helper object to view the edges of a [page:Geometry Geometry] object.</p>
+		<p class="desc">这可以作为一个辅助对象来查看[page:Geometry Geometry]的边缘。</p>
 
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 
 		[example:webgl_helpers helpers]
 		[example:webgl_helpers helpers]
 
 
@@ -25,22 +25,22 @@ var line = new THREE.LineSegments( edges, new THREE.LineBasicMaterial( { color:
 scene.add( line );
 scene.add( line );
 		</code>
 		</code>
 
 
-		<h2>Constructor</h2>
+		<h2>构造器</h2>
 
 
 		<h3>[name]( [param:Geometry geometry], [param:Integer thresholdAngle] )</h3>
 		<h3>[name]( [param:Geometry geometry], [param:Integer thresholdAngle] )</h3>
 		<p>
 		<p>
-		geometry — Any geometry object.<br />
-		thresholdAngle — An edge is only rendered if the angle (in degrees) between the face normals of the adjoining faces exceeds this value. default = 1 degree.
+		geometry — 任何一个几何体对象。<br />
+		thresholdAngle — 仅当相邻面的法线之间的角度(单位为角度)超过这个值时,才会渲染边缘。默认值为1。
 		</p>
 		</p>
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 
 		<h3>[property:Object parameters]</h3>
 		<h3>[property:Object parameters]</h3>
 		<p>
 		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
+				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>
 		</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>

+ 21 - 22
docs/api/zh/geometries/ExtrudeBufferGeometry.html

@@ -10,9 +10,9 @@
 	<body>
 	<body>
 		[page:BufferGeometry] &rarr;
 		[page:BufferGeometry] &rarr;
 
 
-		<h1>[name]</h1>
+		<h1>挤压缓冲几何体([name]</h1>
 
 
-		<p class="desc">Creates extruded BufferGeometry from a path shape.</p>
+		<p class="desc">从一个形状路径中,挤压出一个BufferGeometry。</p>
 
 
 		<iframe id="scene" src="scenes/geometry-browser.html#ExtrudeBufferGeometry"></iframe>
 		<iframe id="scene" src="scenes/geometry-browser.html#ExtrudeBufferGeometry"></iframe>
 
 
@@ -32,7 +32,7 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 
 
 
 		<code>
 		<code>
@@ -61,45 +61,44 @@
 		</code>
 		</code>
 
 
 
 
-		<h2>Constructor</h2>
+		<h2>构造器</h2>
 
 
 
 
 		<h3>[name]([param:Array shapes], [param:Object options])</h3>
 		<h3>[name]([param:Array shapes], [param:Object options])</h3>
 		<p>
 		<p>
-		shapes — Shape or an array of shapes. <br />
-		options — Object that can contain the following parameters.
+		shapes — 形状或者一个包含形状的数组。<br />
+		options — 一个包含有下列参数的对象:
 
 
 			<ul>
 			<ul>
-				<li>curveSegments — int. Number of points on the curves. Default is 12.</li>
-				<li>steps — int. Number of points used for subdividing segments along the depth of the extruded spline. Default is 1.</li>
-				<li>depth — float. Depth to extrude the shape. Default is 100.</li>
-				<li>bevelEnabled — bool. Apply beveling to the shape. Default is true.</li>
-				<li>bevelThickness — float. How deep into the original shape the bevel goes. Default is 6.</li>
-				<li>bevelSize — float. Distance from the shape outline that the bevel extends. Default is bevelThickness - 2.</li>
-				<li>bevelSegments — int. Number of bevel layers. Default is 3.</li>
-				<li>extrudePath — THREE.CurvePath. A 3D spline path along which the shape should be extruded.</li>
-				<li>UVGenerator —  Object. object that provides UV generator functions</li>
+				<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>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>bevelSegments — int。斜角的分段层数,默认值为3。</li>
+				<li>extrudePath — THREE.CurvePath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>
 			</ul>
 			</ul>
 
 
 		</p>
 		</p>
 		<p>
 		<p>
-			This object extrudes a 2D shape to a 3D geometry.
+			该对象将一个二维形状挤出为一个三维几何体。
 		</p>
 		</p>
 
 
 		<p>
 		<p>
-			When creating a Mesh with this geometry, if you'd like to have a separate material used for its face
-			and its extruded sides, you can use an array of materials. The first material will be
-			applied to the face; the second material will be applied to the sides.
+			当使用这个几何体创建Mesh的时候,如果你希望分别对它的表面和它挤出的侧面使用单独的材质,你可以使用一个材质数组。
+			第一个材质将用于其表面;第二个材质则将用于其挤压出的侧面。
 		</p>
 		</p>
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 
 		<h3>[property:Object parameters]</h3>
 		<h3>[property:Object parameters]</h3>
 		<p>
 		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
+			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>
 		</p>
 
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/ExtrudeGeometry.js src/geometries/ExtrudeGeometry.js]
 		[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/ExtrudeGeometry.js src/geometries/ExtrudeGeometry.js]
 	</body>
 	</body>

+ 24 - 26
docs/api/zh/geometries/ExtrudeGeometry.html

@@ -10,9 +10,9 @@
 	<body>
 	<body>
 		[page:Geometry] &rarr;
 		[page:Geometry] &rarr;
 
 
-		<h1>[name]</h1>
+		<h1>挤压几何体([name]</h1>
 
 
-		<p class="desc">Creates extruded geometry from a path shape.</p>
+		<p class="desc">从一条形状路径中,挤压出一个Geometry。</p>
 
 
 		<iframe id="scene" src="scenes/geometry-browser.html#ExtrudeGeometry"></iframe>
 		<iframe id="scene" src="scenes/geometry-browser.html#ExtrudeGeometry"></iframe>
 
 
@@ -32,7 +32,7 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 
 
 
 		<code>
 		<code>
@@ -61,45 +61,43 @@
 		</code>
 		</code>
 
 
 
 
-		<h2>Constructor</h2>
+		<h2>构造器</h2>
 
 
 
 
 		<h3>[name]([param:Array shapes], [param:Object options])</h3>
 		<h3>[name]([param:Array shapes], [param:Object options])</h3>
-		<p>
-		shapes — Shape or an array of shapes. <br />
-		options — Object that can contain the following parameters.
+		<p>shapes — 形状或者一个包含形状的数组。<br />
+			options — 一个包含有下列参数的对象:
 
 
 			<ul>
 			<ul>
-				<li>curveSegments — int. Number of points on the curves. Default is 12.</li>
-				<li>steps — int. Number of points used for subdividing segments along the depth of the extruded spline. Default is 1.</li>
-				<li>depth — float. Depth to extrude the shape. Default is 100.</li>
-				<li>bevelEnabled — bool. Apply beveling to the shape. Default is true.</li>
-				<li>bevelThickness — float. How deep into the original shape the bevel goes. Default is 6.</li>
-				<li>bevelSize — float. Distance from the shape outline that the bevel extends. Default is bevelThickness - 2.</li>
-				<li>bevelSegments — int. Number of bevel layers. Default is 3.</li>
-				<li>extrudePath — THREE.CurvePath. A 3D spline path along which the shape should be extruded.</li>
-				<li>UVGenerator —  Object. object that provides UV generator functions</li>
+				<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>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>bevelSegments — int。斜角的分段层数,默认值为3。</li>
+				<li>extrudePath — THREE.CurvePath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>
 			</ul>
 			</ul>
 
 
 		</p>
 		</p>
 		<p>
 		<p>
-			This object extrudes a 2D shape to a 3D geometry.
-		</p>
+				该对象将一个二维形状挤出为一个三维几何体。
+			</p>
 
 
 		<p>
 		<p>
-			When creating a Mesh with this geometry, if you'd like to have a separate material used for its face
-			and its extruded sides, you can use an array of materials. The first material will be
-			applied to the face; the second material will be applied to the sides.
+				当使用这个几何体创建Mesh的时候,如果你希望分别对它的表面和它挤出的侧面使用单独的材质,你可以使用一个材质数组。
+				第一个材质将用于其表面;第二个材质则将用于其挤压出的侧面。
 		</p>
 		</p>
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 
 		<h3>[property:Object parameters]</h3>
 		<h3>[property:Object parameters]</h3>
 		<p>
 		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
-		</p>
-
-		<h2>Source</h2>
+			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>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>

+ 8 - 8
docs/api/zh/geometries/IcosahedronBufferGeometry.html

@@ -9,9 +9,9 @@
 	</head>
 	</head>
 	<body>
 	<body>
 		[page:PolyhedronBufferGeometry] &rarr;
 		[page:PolyhedronBufferGeometry] &rarr;
-		<h1>[name]</h1>
+		<h1>二十面缓冲几何体([name]</h1>
 
 
-		<p class="desc">A class for generating an icosahedron geometry.</p>
+		<p class="desc">一个用于生成二十面体的类。</p>
 
 
 		<iframe id="scene" src="scenes/geometry-browser.html#IcosahedronBufferGeometry"></iframe>
 		<iframe id="scene" src="scenes/geometry-browser.html#IcosahedronBufferGeometry"></iframe>
 
 
@@ -31,22 +31,22 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Constructor</h2>
+		<h2>构造器</h2>
 
 
 		<h3>[name]([param:Float radius], [param:Integer detail])</h3>
 		<h3>[name]([param:Float radius], [param:Integer detail])</h3>
 		<p>
 		<p>
-		radius — Default is 1. <br />
-		detail — Default is 0.  Setting this to a value greater than 0 adds more vertices making it no longer an icosahedron.  When detail is greater than 1, it's effectively a sphere.
+		radius — 二十面体的半径,默认为1。 <br />
+		detail — 默认值为0。将这个值设为一个大于0的数将会为它增加一些顶点,使其不再是一个二十面体。当这个值大于1的时候,实际上它将变成一个球体。
 		</p>
 		</p>
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 
 		<h3>[property:Object parameters]</h3>
 		<h3>[property:Object parameters]</h3>
 		<p>
 		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
+				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>
 		</p>
 
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/IcosahedronGeometry.js src/geometries/IcosahedronGeometry.js]
 		[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/IcosahedronGeometry.js src/geometries/IcosahedronGeometry.js]
 	</body>
 	</body>

+ 9 - 9
docs/api/zh/geometries/IcosahedronGeometry.html

@@ -10,9 +10,9 @@
 	<body>
 	<body>
 		[page:Geometry] &rarr;
 		[page:Geometry] &rarr;
 
 
-		<h1>[name]</h1>
+		<h1>二十面几何体([name]</h1>
 
 
-		<p class="desc">A class for generating an icosahedron geometry.</p>
+		<p class="desc">一个用于生成二十面体的类。</p>
 
 
 		<iframe id="scene" src="scenes/geometry-browser.html#IcosahedronGeometry"></iframe>
 		<iframe id="scene" src="scenes/geometry-browser.html#IcosahedronGeometry"></iframe>
 
 
@@ -32,22 +32,22 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Constructor</h2>
+		<h2>构造器</h2>
 
 
 		<h3>[name]([param:Float radius], [param:Integer detail])</h3>
 		<h3>[name]([param:Float radius], [param:Integer detail])</h3>
 		<p>
 		<p>
-		radius — Default is 1. <br />
-		detail — Default is 0.  Setting this to a value greater than 0 adds more vertices making it no longer an icosahedron.  When detail is greater than 1, it's effectively a sphere.
+			radius — 二十面体的半径,默认为1。 <br />
+			detail — 默认值为0。将这个值设为一个大于0的数将会为它增加一些顶点,使其不再是一个二十面体。当这个值大于1的时候,实际上它将变成一个球体。
 		</p>
 		</p>
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 
 		<h3>[property:Object parameters]</h3>
 		<h3>[property:Object parameters]</h3>
 		<p>
 		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
-		</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。
+</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>

+ 13 - 13
docs/api/zh/geometries/LatheBufferGeometry.html

@@ -12,7 +12,7 @@
 
 
 		<h1>[name]</h1>
 		<h1>[name]</h1>
 
 
-		<p class="desc">This is the [page:BufferGeometry] port of [page:LatheGeometry].</p>
+		<p class="desc">这是[page:LatheGeometry]中的[page:BufferGeometry]接口。</p>
 
 
 		<iframe id="scene" src="scenes/geometry-browser.html#LatheBufferGeometry"></iframe>
 		<iframe id="scene" src="scenes/geometry-browser.html#LatheBufferGeometry"></iframe>
 
 
@@ -32,7 +32,7 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 
 		<code>
 		<code>
 		var points = [];
 		var points = [];
@@ -45,27 +45,27 @@
 		scene.add( lathe );
 		scene.add( lathe );
 		</code>
 		</code>
 
 
-		<h2>Constructor</h2>
+		<h2>构造器</h2>
 
 
 		<h3>[name]([param:Array points], [param:Integer segments], [param:Float phiStart], [param:Float phiLength])</h3>
 		<h3>[name]([param:Array points], [param:Integer segments], [param:Float phiStart], [param:Float phiLength])</h3>
 		<p>
 		<p>
-		points — Array of Vector2s. The x-coordinate of each point must be greater than zero.<br />
-		segments — the number of circumference segments to generate. Default is 12.<br />
-		phiStart — the starting angle in radians. Default is 0.<br />
-		phiLength — the radian (0 to 2PI) range of the lathed section 2PI is a closed lathe, less than 2PI is a portion. Default is 2PI.
+		points — 一个Vector2对象数组。每个点的X坐标必须大于0。<br />
+		segments — 要生成的车削几何体圆周分段的数量,默认值是12。<br />
+		phiStart — 以弧度表示的起始角度,默认值为0。<br />
+		phiLength — 车削部分的弧度(0-2PI)范围,2PI将是一个完全闭合的、完整的车削几何体,小于2PI是部分的车削。默认值是2PI。
 		</p>
 		</p>
 		<p>
 		<p>
-		This creates a LatheBufferGeometry based on the parameters.
-		</p>
+				基于参数创建一个LatheGeometry。
+			</p>
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 
 		<h3>[property:Object parameters]</h3>
 		<h3>[property:Object parameters]</h3>
 		<p>
 		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
-		</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。
+</p>
 
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/LatheGeometry.js src/geometries/LatheGeometry.js]
 		[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/LatheGeometry.js src/geometries/LatheGeometry.js]
 	</body>
 	</body>

+ 13 - 13
docs/api/zh/geometries/LatheGeometry.html

@@ -10,9 +10,9 @@
 	<body>
 	<body>
 		[page:Geometry] &rarr;
 		[page:Geometry] &rarr;
 
 
-		<h1>[name]</h1>
+		<h1>车削几何体([name]</h1>
 
 
-		<p class="desc">Creates meshes with axial symmetry like vases. The lathe rotates around the Y axis.</p>
+		<p class="desc">创建具有轴对称性的网格,比如花瓶。车削绕着Y轴来进行旋转。</p>
 
 
 		<iframe id="scene" src="scenes/geometry-browser.html#LatheGeometry"></iframe>
 		<iframe id="scene" src="scenes/geometry-browser.html#LatheGeometry"></iframe>
 
 
@@ -32,7 +32,7 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 
 		<code>
 		<code>
 		var points = [];
 		var points = [];
@@ -45,27 +45,27 @@
 		scene.add( lathe );
 		scene.add( lathe );
 		</code>
 		</code>
 
 
-		<h2>Constructor</h2>
+		<h2>构造器</h2>
 
 
 		<h3>[name]([param:Array points], [param:Integer segments], [param:Float phiStart], [param:Float phiLength])</h3>
 		<h3>[name]([param:Array points], [param:Integer segments], [param:Float phiStart], [param:Float phiLength])</h3>
 		<p>
 		<p>
-		points — Array of Vector2s. The x-coordinate of each point must be greater than zero.<br />
-		segments — the number of circumference segments to generate. Default is 12.<br />
-		phiStart — the starting angle in radians. Default is 0.<br />
-		phiLength — the radian (0 to 2PI) range of the lathed section 2PI is a closed lathe, less than 2PI is a portion. Default is 2PI.
+		points — 一个Vector2对象数组。每个点的X坐标必须大于0。<br />
+		segments — 要生成的车削几何体圆周分段的数量,默认值是12。<br />
+		phiStart — 以弧度表示的起始角度,默认值为0。<br />
+		phiLength — 车削部分的弧度(0-2PI)范围,2PI将是一个完全闭合的、完整的车削几何体,小于2PI是部分车削。默认值是2PI。
 		</p>
 		</p>
 		<p>
 		<p>
-		This creates a LatheGeometry based on the parameters.
+		基于参数创建一个LatheGeometry。
 		</p>
 		</p>
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 
 		<h3>[property:Object parameters]</h3>
 		<h3>[property:Object parameters]</h3>
 		<p>
 		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
-		</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。
+</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>

+ 9 - 9
docs/api/zh/geometries/OctahedronBufferGeometry.html

@@ -9,9 +9,9 @@
 	</head>
 	</head>
 	<body>
 	<body>
 		[page:PolyhedronBufferGeometry] &rarr;
 		[page:PolyhedronBufferGeometry] &rarr;
-		<h1>[name]</h1>
+		<h1>八面缓冲几何体([name]</h1>
 
 
-		<p class="desc">A class for generating an octahedron geometry.</p>
+		<p class="desc">一个用于创建八面体的类。</p>
 
 
 		<iframe id="scene" src="scenes/geometry-browser.html#OctahedronBufferGeometry"></iframe>
 		<iframe id="scene" src="scenes/geometry-browser.html#OctahedronBufferGeometry"></iframe>
 
 
@@ -31,22 +31,22 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Constructor</h2>
+		<h2>构造器</h2>
 
 
 		<h3>[name]([param:Float radius], [param:Integer detail])</h3>
 		<h3>[name]([param:Float radius], [param:Integer detail])</h3>
 		<p>
 		<p>
-		radius — Radius of the octahedron. Default is 1.<br />
-		detail — Default is 0.  Setting this to a value greater than zero add vertices making it no longer an octahedron.
+		radius — 八面体的半径,默认值为1。<br />
+		detail — 默认值为0,将这个值设为一个大于0的数将会为它增加一些顶点,使其不再是一个八面体。
 		</p>
 		</p>
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 
 		<h3>[property:Object parameters]</h3>
 		<h3>[property:Object parameters]</h3>
 		<p>
 		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
-		</p>
 
 
-		<h2>Source</h2>
+			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>源代码</h2>
 
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/OctahedronGeometry.js src/geometries/OctahedronGeometry.js]
 		[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/OctahedronGeometry.js src/geometries/OctahedronGeometry.js]
 	</body>
 	</body>

+ 37 - 34
docs/api/zh/geometries/OctahedronGeometry.html

@@ -1,54 +1,57 @@
 <!DOCTYPE html>
 <!DOCTYPE html>
 <html lang="en">
 <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:Geometry] &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 generating an octahedron geometry.</p>
+<body>
+	[page:Geometry] &rarr;
 
 
-		<iframe id="scene" src="scenes/geometry-browser.html#OctahedronGeometry"></iframe>
+	<h1>八面几何体([name])</h1>
 
 
-		<script>
+	<p class="desc">一个用于创建八面体的类。</p>
+
+	<iframe id="scene" src="scenes/geometry-browser.html#OctahedronGeometry"></iframe>
+
+	<script>
 
 
 		// iOS iframe auto-resize workaround
 		// iOS iframe auto-resize workaround
 
 
-		if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
+		if (/(iPad|iPhone|iPod)/g.test(navigator.userAgent)) {
 
 
-			var scene = document.getElementById( 'scene' );
+			var scene = document.getElementById('scene');
 
 
-			scene.style.width = getComputedStyle( scene ).width;
-			scene.style.height = getComputedStyle( scene ).height;
-			scene.setAttribute( 'scrolling', 'no' );
+			scene.style.width = getComputedStyle(scene).width;
+			scene.style.height = getComputedStyle(scene).height;
+			scene.setAttribute('scrolling', 'no');
 
 
 		}
 		}
 
 
-		</script>
+	</script>
+
+	<h2>构造器</h2>
+
+	<h3>[name]([param:Float radius], [param:Integer detail])</h3>
+	<p>
+		radius — 八面体的半径,默认值为1。<br />
+		detail — 默认值为0,将这个值设为一个大于0的数将会为它增加一些顶点,使其不再是一个八面体。
+	</p>
 
 
-		<h2>Constructor</h2>
+	<h2>属性</h2>
 
 
-		<h3>[name]([param:Float radius], [param:Integer detail])</h3>
-		<p>
-		radius — Radius of the octahedron. Default is 1.<br />
-		detail — Default is 0.  Setting this to a value greater than zero add vertices making it no longer an octahedron.
-		</p>
+	<h3>[property:Object parameters]</h3>
+	<p>
 
 
-		<h2>Properties</h2>
+		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:Object parameters]</h3>
-		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
-		</p>
+	<h2>源代码</h2>
 
 
-		<h2>Source</h2>
+	[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
+</body>
 
 
-		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
-	</body>
-</html>
+</html>

+ 9 - 9
docs/api/zh/geometries/PlaneBufferGeometry.html

@@ -12,7 +12,7 @@
 
 
 		<h1>[name]</h1>
 		<h1>[name]</h1>
 
 
-		<p class="desc">This is the [page:BufferGeometry] port of [page:PlaneGeometry].</p>
+		<p class="desc">这是[page:PlaneGeometry]中的[page:BufferGeometry]接口。</p>
 
 
 		<iframe id="scene" src="scenes/geometry-browser.html#PlaneBufferGeometry"></iframe>
 		<iframe id="scene" src="scenes/geometry-browser.html#PlaneBufferGeometry"></iframe>
 
 
@@ -32,7 +32,7 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 
 		<code>var geometry = new THREE.PlaneBufferGeometry( 5, 20, 32 );
 		<code>var geometry = new THREE.PlaneBufferGeometry( 5, 20, 32 );
 		var material = new THREE.MeshBasicMaterial( {color: 0xffff00, side: THREE.DoubleSide} );
 		var material = new THREE.MeshBasicMaterial( {color: 0xffff00, side: THREE.DoubleSide} );
@@ -40,21 +40,21 @@
 		scene.add( plane );
 		scene.add( plane );
 		</code>
 		</code>
 
 
-		<h2>Constructor</h2>
+		<h2>构造器</h2>
 
 
 		<h3>[name]([param:Float width], [param:Float height], [param:Integer widthSegments], [param:Integer heightSegments])</h3>
 		<h3>[name]([param:Float width], [param:Float height], [param:Integer widthSegments], [param:Integer heightSegments])</h3>
 		<p>
 		<p>
-		width — Width along the X axis. Default is 1.<br />
-		height — Height along the Y axis. Default is 1.<br />
-		widthSegments — Optional. Default is 1. <br />
-		heightSegments — Optional. Default is 1.
+			width — 平面沿着X轴的宽度。默认值是1。<br />
+			height — 平面沿着Y轴的高度。默认值是1。<br />
+			widthSegments — (可选)平面的宽度分段数,默认值是1。<br />
+			heightSegments — (可选)平面的高度分段数,默认值是1。
 		</p>
 		</p>
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 
 		<h3>.parameters</h3>
 		<h3>.parameters</h3>
 		<p>
 		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
+			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>
 		</p>
 
 
 		<h2>Source</h2>
 		<h2>Source</h2>

+ 11 - 11
docs/api/zh/geometries/PlaneGeometry.html

@@ -10,9 +10,9 @@
 	<body>
 	<body>
 		[page:Geometry] &rarr;
 		[page:Geometry] &rarr;
 
 
-		<h1>[name]</h1>
+		<h1>平面几何体([name]</h1>
 
 
-		<p class="desc">A class for generating plane geometries</p>
+		<p class="desc">一个用于生成平面几何体的类。</p>
 
 
 		<iframe id="scene" src="scenes/geometry-browser.html#PlaneGeometry"></iframe>
 		<iframe id="scene" src="scenes/geometry-browser.html#PlaneGeometry"></iframe>
 
 
@@ -32,7 +32,7 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 
 		<code>var geometry = new THREE.PlaneGeometry( 5, 20, 32 );
 		<code>var geometry = new THREE.PlaneGeometry( 5, 20, 32 );
 		var material = new THREE.MeshBasicMaterial( {color: 0xffff00, side: THREE.DoubleSide} );
 		var material = new THREE.MeshBasicMaterial( {color: 0xffff00, side: THREE.DoubleSide} );
@@ -40,24 +40,24 @@
 		scene.add( plane );
 		scene.add( plane );
 		</code>
 		</code>
 
 
-		<h2>Constructor</h2>
+		<h2>构造器</h2>
 
 
 		<h3>[name]([param:Float width], [param:Float height], [param:Integer widthSegments], [param:Integer heightSegments])</h3>
 		<h3>[name]([param:Float width], [param:Float height], [param:Integer widthSegments], [param:Integer heightSegments])</h3>
 		<p>
 		<p>
-		width — Width along the X axis. Default is 1.<br />
-		height — Height along the Y axis. Default is 1.<br />
-		widthSegments — Optional. Default is 1. <br />
-		heightSegments — Optional. Default is 1.
+		width — 平面沿着X轴的宽度。默认值是1。<br />
+		height — 平面沿着Y轴的高度。默认值是1。<br />
+		widthSegments — (可选)平面的宽度分段数,默认值是1。<br />
+		heightSegments — (可选)平面的高度分段数,默认值是1。
 		</p>
 		</p>
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 
 		<h3>.parameters</h3>
 		<h3>.parameters</h3>
 		<p>
 		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
+				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>
 		</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>

+ 16 - 17
docs/api/zh/geometries/PolyhedronBufferGeometry.html

@@ -10,16 +10,15 @@
 	<body>
 	<body>
 		[page:BufferGeometry] &rarr;
 		[page:BufferGeometry] &rarr;
 
 
-		<h1>[name]</h1>
+		<h1>多面缓冲几何体([name]</h1>
 
 
 		<p class="desc">
 		<p class="desc">
-			A polyhedron is a solid in three dimensions with flat faces. This class will take an array of vertices,
-			project them onto a sphere, and then divide them up to the desired level of detail. This class is used
-			by [page:DodecahedronBufferGeometry], [page:IcosahedronBufferGeometry], [page:OctahedronBufferGeometry],
-			and [page:TetrahedronBufferGeometry] to generate their respective geometries.
+				多面体在三维空间中具有一些平面的立体图形。这个类将一个顶点数组投射到一个球面上,之后将它们细分为所需的细节级别。
+				这个类由[page:DodecahedronBufferGeometry]、[page:IcosahedronBufferGeometry]、[page:OctahedronBufferGeometry]和[page:TetrahedronBufferGeometry]
+				所使用,以生成它们各自的几何结构。
 		</p>
 		</p>
 
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 <code>
 <code>
 var verticesOfCube = [
 var verticesOfCube = [
     -1,-1,-1,    1,-1,-1,    1, 1,-1,    -1, 1,-1,
     -1,-1,-1,    1,-1,-1,    1, 1,-1,    -1, 1,-1,
@@ -38,27 +37,27 @@ var indicesOfFaces = [
 var geometry = new THREE.PolyhedronBufferGeometry( verticesOfCube, indicesOfFaces, 6, 2 );
 var geometry = new THREE.PolyhedronBufferGeometry( verticesOfCube, indicesOfFaces, 6, 2 );
 </code>
 </code>
 
 
-		<h2>Constructor</h2>
+		<h2>构造器</h2>
 
 
 
 
 		<h3>[name]([param:Array vertices], [param:Array indices], [param:Float radius], [param:Integer detail])</h3>
 		<h3>[name]([param:Array vertices], [param:Array indices], [param:Float radius], [param:Integer detail])</h3>
 		<p>
 		<p>
-		vertices — [page:Array] of points of the form [1,1,1, -1,-1,-1, ... ] <br />
-		indices — [page:Array] of indices that make up the faces of the form [0,1,2, 2,3,0, ... ] <br />
-		radius — [page:Float] - The radius of the final shape <br />
-		detail — [page:Integer] - How many levels to subdivide the geometry. The more detail, the smoother the shape.
+		vertices — 一个顶点[page:Array](数组):[1,1,1, -1,-1,-1, ... ]。 <br />
+		indices — 一个构成面的索引[page:Array](数组), [0,1,2, 2,3,0, ... ]。<br />
+		radius — [page:Float] - 最终形状的半径。<br />
+		detail — [page:Integer] - 将对这个几何体细分多少个级别。细节越多,形状就越平滑。
 		</p>
 		</p>
-
-		<h2>Properties</h2>
+		
+		<h2>属性</h2>
 
 
 		<h3>[property:Object parameters]</h3>
 		<h3>[property:Object parameters]</h3>
 		<p>
 		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
-		</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。
+			</p>
 
 
 
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 
-		[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/PolyhedronGeometry.js src/geometries/PolyhedronGeometry.js]
+		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>
 	</body>
 </html>
 </html>

+ 12 - 13
docs/api/zh/geometries/PolyhedronGeometry.html

@@ -10,14 +10,13 @@
 	<body>
 	<body>
 		[page:Geometry] &rarr;
 		[page:Geometry] &rarr;
 
 
-		<h1>[name]</h1>
+		<h1>多面几何体([name]</h1>
 
 
 		<p class="desc">
 		<p class="desc">
-			A polyhedron is a solid in three dimensions with flat faces. This class will take an array of vertices,
-			project them onto a sphere, and then divide them up to the desired level of detail.
+			多面体在三维空间中具有一些平面的立体图形。这个类将一个顶点数组投射到一个球面上,之后将它们细分为所需的细节级别。
 		</p>
 		</p>
 
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 <code>
 <code>
 var verticesOfCube = [
 var verticesOfCube = [
     -1,-1,-1,    1,-1,-1,    1, 1,-1,    -1, 1,-1,
     -1,-1,-1,    1,-1,-1,    1, 1,-1,    -1, 1,-1,
@@ -36,26 +35,26 @@ var indicesOfFaces = [
 var geometry = new THREE.PolyhedronGeometry( verticesOfCube, indicesOfFaces, 6, 2 );
 var geometry = new THREE.PolyhedronGeometry( verticesOfCube, indicesOfFaces, 6, 2 );
 </code>
 </code>
 
 
-		<h2>Constructor</h2>
+		<h2>构造器</h2>
 
 
 
 
 		<h3>[name]([param:Array vertices], [param:Array indices], [param:Float radius], [param:Integer detail])</h3>
 		<h3>[name]([param:Array vertices], [param:Array indices], [param:Float radius], [param:Integer detail])</h3>
 		<p>
 		<p>
-		vertices — [page:Array] of points of the form [1,1,1, -1,-1,-1, ... ] <br />
-		indices — [page:Array] of indices that make up the faces of the form [0,1,2, 2,3,0, ... ] <br />
-		radius — [page:Float] - The radius of the final shape <br />
-		detail — [page:Integer] - How many levels to subdivide the geometry. The more detail, the smoother the shape.
+		vertices — 一个顶点[page:Array](数组):[1,1,1, -1,-1,-1, ... ]。 <br />
+		indices — 一个构成面的索引[page:Array](数组), [0,1,2, 2,3,0, ... ]。<br />
+		radius — [page:Float] - 最终形状的半径。<br />
+		detail — [page:Integer] - 将对这个几何体细分多少个级别。细节越多,形状就越平滑。
 		</p>
 		</p>
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 
 		<h3>[property:Object parameters]</h3>
 		<h3>[property:Object parameters]</h3>
 		<p>
 		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
-		</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。
+			</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>

+ 13 - 13
docs/api/zh/geometries/RingBufferGeometry.html

@@ -10,9 +10,9 @@
 	<body>
 	<body>
 		[page:BufferGeometry] &rarr;
 		[page:BufferGeometry] &rarr;
 
 
-		<h1>[name]</h1>
+		<h1>圆环缓冲几何体([name]</h1>
 
 
-		<p class="desc">This is the [page:BufferGeometry] port of [page:RingGeometry].</p>
+		<p class="desc">这是[page:RingGeometry]中的[page:BufferGeometry]接口。</p>
 
 
 		<iframe id="scene" src="scenes/geometry-browser.html#RingBufferGeometry"></iframe>
 		<iframe id="scene" src="scenes/geometry-browser.html#RingBufferGeometry"></iframe>
 
 
@@ -32,7 +32,7 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 
 		<code>var geometry = new THREE.RingBufferGeometry( 1, 5, 32 );
 		<code>var geometry = new THREE.RingBufferGeometry( 1, 5, 32 );
 		var material = new THREE.MeshBasicMaterial( { color: 0xffff00, side: THREE.DoubleSide } );
 		var material = new THREE.MeshBasicMaterial( { color: 0xffff00, side: THREE.DoubleSide } );
@@ -40,28 +40,28 @@
 		scene.add( mesh );
 		scene.add( mesh );
 		</code>
 		</code>
 
 
-		<h2>Constructor</h2>
+		<h2>构造器</h2>
 
 
 		<h3>[name]([param:Float innerRadius], [param:Float outerRadius], [param:Integer thetaSegments], [param:Integer phiSegments], [param:Float thetaStart], [param:Float thetaLength])</h3>
 		<h3>[name]([param:Float innerRadius], [param:Float outerRadius], [param:Integer thetaSegments], [param:Integer phiSegments], [param:Float thetaStart], [param:Float thetaLength])</h3>
 		<p>
 		<p>
-		innerRadius — Default is 0.5. <br />
-		outerRadius — Default is 1. <br />
-		thetaSegments — Number of segments.  A higher number means the ring will be more round.  Minimum is 3.  Default is 8. <br />
-		phiSegments — Minimum is 1.  Default is 1.<br />
-		thetaStart — Starting angle. Default is 0. <br />
-		thetaLength — Central angle.  Default is Math.PI * 2.
+			innerRadius — 内部半径,默认值为0.5。 <br />
+			outerRadius — 外部半径,默认值为1。<br />
+			thetaSegments — 圆环的分段数。这个值越大,圆环就越圆。最小值为3,默认值为8。<br />
+			phiSegments — 最小值为1,默认值为8。<br />
+			thetaStart — 起始角度,默认值为0。<br />
+			thetaLength — 圆心角,默认值为Math.PI * 2。
 		</p>
 		</p>
 
 
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 
 		<h3>[property:Object parameters]</h3>
 		<h3>[property:Object parameters]</h3>
 		<p>
 		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
+			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>
 		</p>
 
 
 
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/RingGeometry.js src/geometries/RingGeometry.js]
 		[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/RingGeometry.js src/geometries/RingGeometry.js]
 	</body>
 	</body>

+ 13 - 13
docs/api/zh/geometries/RingGeometry.html

@@ -10,9 +10,9 @@
 	<body>
 	<body>
 		[page:Geometry] &rarr;
 		[page:Geometry] &rarr;
 
 
-		<h1>[name]</h1>
+		<h1>圆环几何体([name]</h1>
 
 
-		<p class="desc">A class for generating a two-dimensional ring geometry.</p>
+		<p class="desc">一个用于生成二维圆环几何体的类。</p>
 
 
 		<iframe id="scene" src="scenes/geometry-browser.html#RingGeometry"></iframe>
 		<iframe id="scene" src="scenes/geometry-browser.html#RingGeometry"></iframe>
 
 
@@ -32,7 +32,7 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 
 		<code>var geometry = new THREE.RingGeometry( 1, 5, 32 );
 		<code>var geometry = new THREE.RingGeometry( 1, 5, 32 );
 		var material = new THREE.MeshBasicMaterial( { color: 0xffff00, side: THREE.DoubleSide } );
 		var material = new THREE.MeshBasicMaterial( { color: 0xffff00, side: THREE.DoubleSide } );
@@ -40,27 +40,27 @@
 		scene.add( mesh );
 		scene.add( mesh );
 		</code>
 		</code>
 
 
-		<h2>Constructor</h2>
+		<h2>构造器</h2>
 
 
 		<h3>[name]([param:Float innerRadius], [param:Float outerRadius], [param:Integer thetaSegments], [param:Integer phiSegments], [param:Float thetaStart], [param:Float thetaLength])</h3>
 		<h3>[name]([param:Float innerRadius], [param:Float outerRadius], [param:Integer thetaSegments], [param:Integer phiSegments], [param:Float thetaStart], [param:Float thetaLength])</h3>
 		<p>
 		<p>
-		innerRadius — Default is 0.5. <br />
-		outerRadius — Default is 1. <br />
-		thetaSegments — Number of segments.  A higher number means the ring will be more round.  Minimum is 3.  Default is 8. <br />
-		phiSegments — Minimum is 1.  Default is 8.<br />
-		thetaStart — Starting angle. Default is 0. <br />
-		thetaLength — Central angle.  Default is Math.PI * 2.
+		innerRadius — 内部半径,默认值为0.5。 <br />
+		outerRadius — 外部半径,默认值为1。<br />
+		thetaSegments — 圆环的分段数。这个值越大,圆环就越圆。最小值为3,默认值为8。<br />
+		phiSegments — 最小值为1,默认值为8。<br />
+		thetaStart — 起始角度,默认值为0。<br />
+		thetaLength — 圆心角,默认值为Math.PI * 2。
 		</p>
 		</p>
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 
 		<h3>[property:Object parameters]</h3>
 		<h3>[property:Object parameters]</h3>
 		<p>
 		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
+			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>
 		</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 - 9
docs/api/zh/geometries/ShapeBufferGeometry.html

@@ -10,9 +10,9 @@
 	<body>
 	<body>
 		[page:BufferGeometry] &rarr;
 		[page:BufferGeometry] &rarr;
 
 
-		<h1>[name]</h1>
+		<h1>形状缓冲几何体([name]</h1>
 
 
-		<p class="desc">Creates an one-sided polygonal geometry from one or more path shapes.</p>
+		<p class="desc">从一个或多个路径形状中创建一个单面多边形几何体。</p>
 
 
 		<iframe id="scene" src="scenes/geometry-browser.html#ShapeBufferGeometry"></iframe>
 		<iframe id="scene" src="scenes/geometry-browser.html#ShapeBufferGeometry"></iframe>
 
 
@@ -33,7 +33,7 @@
 		</script>
 		</script>
 
 
 
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 
 
 
 		<code>
 		<code>
@@ -55,23 +55,24 @@
 		scene.add( mesh );
 		scene.add( mesh );
 		</code>
 		</code>
 
 
-		<h2>Constructor</h2>
+		<h2>构造器</h2>
 
 
 
 
 		<h3>[name]([param:Array shapes], [param:Integer curveSegments])</h3>
 		<h3>[name]([param:Array shapes], [param:Integer curveSegments])</h3>
 		<p>
 		<p>
-		shapes — [page:Array] of shapes or a single [page:Shape shape].<br />
-		curveSegments - [page:Integer] - Number of segments per shape. Default is 12.
+		shapes — 一个单独的[page:Shape shape],或者一个包含形状的[page:Array]。<br />
+		curveSegments - [page:Integer] - 每一个形状的分段数,默认值为12。
 		</p>
 		</p>
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 
 		<h3>[property:Object parameters]</h3>
 		<h3>[property:Object parameters]</h3>
 		<p>
 		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
+
+				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>
 		</p>
 
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/ShapeGeometry.js src/geometries/ShapeGeometry.js]
 		[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/ShapeGeometry.js src/geometries/ShapeGeometry.js]
 	</body>
 	</body>

+ 10 - 9
docs/api/zh/geometries/ShapeGeometry.html

@@ -10,9 +10,9 @@
 	<body>
 	<body>
 		[page:Geometry] &rarr;
 		[page:Geometry] &rarr;
 
 
-		<h1>[name]</h1>
+		<h1>形状几何体([name]</h1>
 
 
-		<p class="desc">Creates an one-sided polygonal geometry from one or more path shapes.</p>
+		<p class="desc">从一个或多个路径形状中创建一个单面多边形几何体。</p>
 
 
 		<iframe id="scene" src="scenes/geometry-browser.html#ShapeGeometry"></iframe>
 		<iframe id="scene" src="scenes/geometry-browser.html#ShapeGeometry"></iframe>
 
 
@@ -33,7 +33,7 @@
 		</script>
 		</script>
 
 
 
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 
 
 
 		<code>
 		<code>
@@ -55,24 +55,25 @@
 		scene.add( mesh );
 		scene.add( mesh );
 		</code>
 		</code>
 
 
-		<h2>Constructor</h2>
+		<h2>构造器</h2>
 
 
 
 
 		<h3>[name]([param:Array shapes], [param:Integer curveSegments])</h3>
 		<h3>[name]([param:Array shapes], [param:Integer curveSegments])</h3>
 		<p>
 		<p>
-		shapes — [page:Array] of shapes or a single [page:Shape shape].<br />
-		curveSegments - [page:Integer] - Number of segments per shape. Default is 12.
+		shapes — 一个单独的[page:Shape shape],或者一个包含形状的[page:Array]。<br />
+		curveSegments - [page:Integer] - 每一个形状的分段数,默认值为12。
 		</p>
 		</p>
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 
 		<h3>[property:Object parameters]</h3>
 		<h3>[property:Object parameters]</h3>
 		<p>
 		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
+
+				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>
 		</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>

+ 17 - 15
docs/api/zh/geometries/SphereBufferGeometry.html

@@ -10,9 +10,9 @@
 	<body>
 	<body>
 		[page:BufferGeometry] &rarr;
 		[page:BufferGeometry] &rarr;
 
 
-		<h1>[name]</h1>
+		<h1>球缓冲几何体([name]</h1>
 
 
-		<p class="desc">This is the [page:BufferGeometry] port of [page:SphereGeometry].</p>
+		<p class="desc">这是[page:SphereGeometry]中的[page:BufferGeometry]接口。</p>
 
 
 		<iframe id="scene" src="scenes/geometry-browser.html#SphereBufferGeometry"></iframe>
 		<iframe id="scene" src="scenes/geometry-browser.html#SphereBufferGeometry"></iframe>
 
 
@@ -32,7 +32,7 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 
 		<code>var geometry = new THREE.SphereBufferGeometry( 5, 32, 32 );
 		<code>var geometry = new THREE.SphereBufferGeometry( 5, 32, 32 );
 		var material = new THREE.MeshBasicMaterial( {color: 0xffff00} );
 		var material = new THREE.MeshBasicMaterial( {color: 0xffff00} );
@@ -40,32 +40,34 @@
 		scene.add( sphere );
 		scene.add( sphere );
 		</code>
 		</code>
 
 
-		<h2>Constructor</h2>
+		<h2>构造器</h2>
 
 
 		<h3>[name]([param:Float radius], [param:Integer widthSegments], [param:Integer heightSegments], [param:Float phiStart], [param:Float phiLength], [param:Float thetaStart], [param:Float thetaLength])</h3>
 		<h3>[name]([param:Float radius], [param:Integer widthSegments], [param:Integer heightSegments], [param:Float phiStart], [param:Float phiLength], [param:Float thetaStart], [param:Float thetaLength])</h3>
 
 
 		<p>
 		<p>
-		radius — sphere radius. Default is 1.<br />
-		widthSegments — number of horizontal segments. Minimum value is 3, and the default is 8.<br />
-		heightSegments — number of vertical segments. Minimum value is 2, and the default is 6.<br />
-		phiStart — specify horizontal starting angle. Default is 0.<br />
-		phiLength — specify horizontal sweep angle size. Default is Math.PI * 2.<br />
-		thetaStart — specify vertical starting angle. Default is 0.<br />
-		thetaLength — specify vertical sweep angle size. Default is Math.PI.<br />
+			radius — 球体半径,默认为1。<br />
+			widthSegments — 水平分段数(沿着经线分段),最小值为3,默认值为8。<br />
+			heightSegments — 垂直分段数(沿着纬线分段),最小值为2,默认值为6。<br />
+			phiStart — 指定水平(经线)起始角度,默认值为0。。<br />
+			phiLength — 指定水平(经线)扫描角度的大小,默认值为 Math.PI * 2。<br />
+			thetaStart — 指定垂直(纬线)起始角度,默认值为0。<br />
+			thetaLength — 指定垂直(纬线)扫描角度大小,默认值为 Math.PI。<br />
 		</p>
 		</p>
 
 
 		<p>
 		<p>
-		The geometry is created by sweeping and calculating vertexes around the Y axis (horizontal sweep) and the Z axis (vertical sweep). Thus, incomplete spheres (akin to <em>'sphere slices'</em>) can be created through the use of different values of phiStart, phiLength, thetaStart and thetaLength, in order to define the points in which we start (or end) calculating those vertices.
+			该几何体是通过扫描并计算围绕着Y轴(水平扫描)和X轴(垂直扫描)的顶点来创建的。
+			因此,不完整的球体(类似<em>球形切片</em>)可以通过为phiStart,phiLength,thetaStart和thetaLength设置不同的值来创建,
+			以定义我们开始(或结束)计算这些顶点的起点(或终点)。
 		</p>
 		</p>
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 
 		<h3>.parameters</h3>
 		<h3>.parameters</h3>
 		<p>
 		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
+				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>
 		</p>
 
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/SphereGeometry.js src/geometries/SphereGeometry.js]
 		[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/SphereGeometry.js src/geometries/SphereGeometry.js]
 	</body>
 	</body>

+ 17 - 15
docs/api/zh/geometries/SphereGeometry.html

@@ -10,9 +10,9 @@
 	<body>
 	<body>
 		[page:Geometry] &rarr;
 		[page:Geometry] &rarr;
 
 
-		<h1>[name]</h1>
+		<h1>球几何体[name]</h1>
 
 
-		<p class="desc">A class for generating sphere geometries</p>
+		<p class="desc">一个用于生成球体的类。</p>
 
 
 		<iframe id="scene" src="scenes/geometry-browser.html#SphereGeometry"></iframe>
 		<iframe id="scene" src="scenes/geometry-browser.html#SphereGeometry"></iframe>
 
 
@@ -32,7 +32,7 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 
 		<code>var geometry = new THREE.SphereGeometry( 5, 32, 32 );
 		<code>var geometry = new THREE.SphereGeometry( 5, 32, 32 );
 		var material = new THREE.MeshBasicMaterial( {color: 0xffff00} );
 		var material = new THREE.MeshBasicMaterial( {color: 0xffff00} );
@@ -40,32 +40,34 @@
 		scene.add( sphere );
 		scene.add( sphere );
 		</code>
 		</code>
 
 
-		<h2>Constructor</h2>
+		<h2>构造器</h2>
 
 
 		<h3>[name]([param:Float radius], [param:Integer widthSegments], [param:Integer heightSegments], [param:Float phiStart], [param:Float phiLength], [param:Float thetaStart], [param:Float thetaLength])</h3>
 		<h3>[name]([param:Float radius], [param:Integer widthSegments], [param:Integer heightSegments], [param:Float phiStart], [param:Float phiLength], [param:Float thetaStart], [param:Float thetaLength])</h3>
 
 
 		<p>
 		<p>
-		radius — sphere radius. Default is 1.<br />
-		widthSegments — number of horizontal segments. Minimum value is 3, and the default is 8.<br />
-		heightSegments — number of vertical segments. Minimum value is 2, and the default is 6.<br />
-		phiStart — specify horizontal starting angle. Default is 0.<br />
-		phiLength — specify horizontal sweep angle size. Default is Math.PI * 2.<br />
-		thetaStart — specify vertical starting angle. Default is 0.<br />
-		thetaLength — specify vertical sweep angle size. Default is Math.PI.<br />
+		radius — 球体半径,默认为1。<br />
+		widthSegments — 水平分段数(沿着经线分段),最小值为3,默认值为8。<br />
+		heightSegments — 垂直分段数(沿着纬线分段),最小值为2,默认值为6。<br />
+		phiStart — 指定水平(经线)起始角度,默认值为0。。<br />
+		phiLength — 指定水平(经线)扫描角度的大小,默认值为 Math.PI * 2。<br />
+		thetaStart — 指定垂直(纬线)起始角度,默认值为0。<br />
+		thetaLength — 指定垂直(纬线)扫描角度大小,默认值为 Math.PI。<br />
 		</p>
 		</p>
 
 
 		<p>
 		<p>
-		The geometry is created by sweeping and calculating vertexes around the Y axis (horizontal sweep) and the Z axis (vertical sweep). Thus, incomplete spheres (akin to <em>'sphere slices'</em>) can be created through the use of different values of phiStart, phiLength, thetaStart and thetaLength, in order to define the points in which we start (or end) calculating those vertices.
+			该几何体是通过扫描并计算围绕着Y轴(水平扫描)和X轴(垂直扫描)的顶点来创建的。
+			因此,不完整的球体(类似<em>球形切片</em>)可以通过为phiStart,phiLength,thetaStart和thetaLength设置不同的值来创建,
+			以定义我们开始(或结束)计算这些顶点的起点(或终点)。
 		</p>
 		</p>
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 
 		<h3>.parameters</h3>
 		<h3>.parameters</h3>
 		<p>
 		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
+				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>
 		</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>

+ 8 - 8
docs/api/zh/geometries/TetrahedronBufferGeometry.html

@@ -10,9 +10,9 @@
 	<body>
 	<body>
 		[page:PolyhedronBufferGeometry] &rarr;
 		[page:PolyhedronBufferGeometry] &rarr;
 
 
-		<h1>[name]</h1>
+		<h1>四面缓冲几何体([name]</h1>
 
 
-		<p class="desc">A class for generating a tetrahedron geometries.</p>
+		<p class="desc">一个用于生成四面几何体的类。</p>
 
 
 		<iframe id="scene" src="scenes/geometry-browser.html#TetrahedronBufferGeometry"></iframe>
 		<iframe id="scene" src="scenes/geometry-browser.html#TetrahedronBufferGeometry"></iframe>
 
 
@@ -32,24 +32,24 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Constructor</h2>
+		<h2>构造器</h2>
 
 
 		<h3>[name]([param:Float radius], [param:Integer detail])</h3>
 		<h3>[name]([param:Float radius], [param:Integer detail])</h3>
 		<p>
 		<p>
-		radius — Radius of the tetrahedron. Default is 1.<br />
-		detail — Default is 0. Setting this to a value greater than 0 adds vertices making it no longer a tetrahedron.
+				radius — 四面体的半径,默认值为1。<br />
+				detail — 默认值为0。将这个值设为一个大于0的数将会为它增加一些顶点,使其不再是一个四面体。
 		</p>
 		</p>
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 
 		<h3>[property:Object parameters]</h3>
 		<h3>[property:Object parameters]</h3>
 		<p>
 		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
+				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>
 		</p>
 
 
 
 
 
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/TetrahedronGeometry.js src/geometries/TetrahedronGeometry.js]
 		[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/TetrahedronGeometry.js src/geometries/TetrahedronGeometry.js]
 	</body>
 	</body>

+ 9 - 9
docs/api/zh/geometries/TetrahedronGeometry.html

@@ -10,9 +10,9 @@
 	<body>
 	<body>
 		[page:Geometry] &rarr;
 		[page:Geometry] &rarr;
 
 
-		<h1>[name]</h1>
+		<h1>四面几何体([name]</h1>
 
 
-		<p class="desc">A class for generating a tetrahedron geometries.</p>
+		<p class="desc">一个用于生成四面几何体的类。</p>
 
 
 		<iframe id="scene" src="scenes/geometry-browser.html#TetrahedronGeometry"></iframe>
 		<iframe id="scene" src="scenes/geometry-browser.html#TetrahedronGeometry"></iframe>
 
 
@@ -32,22 +32,22 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Constructor</h2>
+		<h2>构造器</h2>
 
 
 		<h3>[name]([param:Float radius], [param:Integer detail])</h3>
 		<h3>[name]([param:Float radius], [param:Integer detail])</h3>
 		<p>
 		<p>
-		radius — Radius of the tetrahedron. Default is 1.<br />
-		detail — Default is 0. Setting this to a value greater than 0 adds vertices making it no longer a tetrahedron.
+		radius — 四面体的半径,默认值为1。<br />
+		detail — 默认值为0。将这个值设为一个大于0的数将会为它增加一些顶点,使其不再是一个四面体。
 		</p>
 		</p>
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 
 		<h3>[property:Object parameters]</h3>
 		<h3>[property:Object parameters]</h3>
 		<p>
 		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
-		</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。
+					</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>

+ 31 - 31
docs/api/zh/geometries/TextBufferGeometry.html

@@ -10,13 +10,13 @@
 	<body>
 	<body>
 		[page:ExtrudeBufferGeometry] &rarr;
 		[page:ExtrudeBufferGeometry] &rarr;
 
 
-		<h1>[name]</h1>
+		<h1>文本缓冲几何体([name]</h1>
 
 
 		<p class="desc">
 		<p class="desc">
-			A class for generating text as a single geometry. It is constructed by providing a string of text, and a hash of
-			parameters consisting of a loaded [page:Font] and settings for the geometry's parent [page:ExtrudeBufferGeometry].
-			See the [page:Font], [page:FontLoader] and [page:Creating_Text] pages for additional details.
-		</p>
+				一个用于将文本生成为单一的几何体的类。
+				它是由一串给定的文本,以及由加载的[page:Font](字体)和该几何体[page:ExtrudeGeometry]父类中的设置所组成的参数来构造的。
+				请参阅[page:Font]、[page:FontLoader]和[page:Creating_Text]页面来查看更多详细信息。
+			</p>
 
 
 		<iframe id="scene" src="scenes/geometry-browser.html#TextBufferGeometry"></iframe>
 		<iframe id="scene" src="scenes/geometry-browser.html#TextBufferGeometry"></iframe>
 
 
@@ -36,7 +36,7 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Examples</h2>
+		<h2>示例</h2>
 
 
 		<p>
 		<p>
 		[example:webgl_geometry_text geometry / text ]
 		[example:webgl_geometry_text geometry / text ]
@@ -60,37 +60,37 @@
 		} );
 		} );
 		</code>
 		</code>
 
 
-		<h2>Constructor</h2>
+		<h2>构造器</h2>
 
 
 		<h3>[name]([param:String text], [param:Object parameters])</h3>
 		<h3>[name]([param:String text], [param:Object parameters])</h3>
 		<p>
 		<p>
-		text — The text that needs to be shown. <br />
-		parameters — Object that can contains the following parameters.
+		text — 将要显示的文本。<br />
+		parameters — 包含有下列参数的对象:
 		<ul>
 		<ul>
-			<li>font — an instance of THREE.Font.</li>
-			<li>size — Float. Size of the text. Default is 100.</li>
-			<li>height — Float. Thickness to extrude text.  Default is 50.</li>
-			<li>curveSegments — Integer. Number of points on the curves. Default is 12.</li>
-			<li>bevelEnabled — Boolean. Turn on bevel. Default is False.</li>
-			<li>bevelThickness — Float. How deep into text bevel goes. Default is 10.</li>
-			<li>bevelSize — Float. How far from text outline is bevel. Default is 8.</li>
-			<li>bevelSegments — Integer. Number of bevel segments. Default is 3.</li>
+			<li>font — THREE.Font的实例。</li>
+			<li>size — Float。字体大小,默认值为100。</li>
+			<li>height — Float。挤出文本的厚度。默认值为50。</li>
+			<li>curveSegments — Integer。(表示文本的)曲线上点的数量。默认值为12。</li>
+			<li>bevelEnabled — Boolean。是否开启斜角,默认为false。</li>
+			<li>bevelThickness — Float。文本上斜角的深度,默认值为20。</li>
+			<li>bevelSize — Float。斜角与原始文本轮廓之间的延伸距离。默认值为8。</li>
+			<li>bevelSegments — Integer。斜角的分段数。默认值为3。</li>
 		</ul>
 		</ul>
 		</p>
 		</p>
 
 
-		<h2>Available Fonts</h2>
+		<h2>可用的字体</h2>
 
 
 		<p>
 		<p>
-		TextGeometry uses <a href='http://gero3.github.io/facetype.js/' target="_top">typeface.json</a> generated fonts.
-		Some existing fonts can be found located in <b>/examples/fonts</b> and must be included in the page.
-		</p>
+				文本几何体使用 <a href='http://gero3.github.io/facetype.js/' target="_top">typeface.json</a>所生成的字体。
+				一些已有的字体可以在<b>/examples/fonts</b>中找到,且必须在页面中引入。
+			</p>
 		<table>
 		<table>
-			<tr>
-				<th>Font</th>
-				<th>Weight</th>
-				<th>Style</th>
-				<th>File Path</th>
-			</tr>
+				<tr>
+						<th>字体</th>
+						<th>字重</th>
+						<th>风格</th>
+						<th>文件路径</th>
+					</tr>
 			<tr>
 			<tr>
 				<td>helvetiker</td>
 				<td>helvetiker</td>
 				<td>normal</td>
 				<td>normal</td>
@@ -153,15 +153,15 @@
 			</tr>
 			</tr>
 		</table>
 		</table>
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 
 		<h3>[property:Object parameters]</h3>
 		<h3>[property:Object parameters]</h3>
 		<p>
 		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
+				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>
 		</p>
 
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 
-		[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/TextGeometry.js src/geometries/TextGeometry.js]
+		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>
 	</body>
 </html>
 </html>

+ 26 - 26
docs/api/zh/geometries/TextGeometry.html

@@ -10,12 +10,12 @@
 	<body>
 	<body>
 		[page:ExtrudeGeometry] &rarr;
 		[page:ExtrudeGeometry] &rarr;
 
 
-		<h1>[name]</h1>
+		<h1>文本几何体([name]</h1>
 
 
 		<p class="desc">
 		<p class="desc">
-			A class for generating text as a single geometry. It is constructed by providing a string of text, and a hash of
-			parameters consisting of a loaded [page:Font] and settings for the geometry's parent [page:ExtrudeGeometry].
-			See the [page:Font], [page:FontLoader] and [page:Creating_Text] pages for additional details.
+			一个用于将文本生成为单一的几何体的类。
+			它是由一串给定的文本,以及由加载的[page:Font](字体)和该几何体[page:ExtrudeGeometry]父类中的设置所组成的参数来构造的。
+			请参阅[page:Font]、[page:FontLoader]和[page:Creating_Text]页面来查看更多详细信息。
 		</p>
 		</p>
 
 
 		<iframe id="scene" src="scenes/geometry-browser.html#TextGeometry"></iframe>
 		<iframe id="scene" src="scenes/geometry-browser.html#TextGeometry"></iframe>
@@ -36,7 +36,7 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Examples</h2>
+		<h2>示例</h2>
 
 
 		<p>
 		<p>
 		[example:webgl_geometry_text geometry / text ]
 		[example:webgl_geometry_text geometry / text ]
@@ -60,36 +60,36 @@
 		} );
 		} );
 		</code>
 		</code>
 
 
-		<h2>Constructor</h2>
+		<h2>构造器</h2>
 
 
 		<h3>[name]([param:String text], [param:Object parameters])</h3>
 		<h3>[name]([param:String text], [param:Object parameters])</h3>
 		<p>
 		<p>
-		text — The text that needs to be shown. <br />
-		parameters — Object that can contains the following parameters.
+		text — 将要显示的文本。<br />
+		parameters — 包含有下列参数的对象:
 		<ul>
 		<ul>
-			<li>font — an instance of THREE.Font.</li>
-			<li>size — Float. Size of the text. Default is 100.</li>
-			<li>height — Float. Thickness to extrude text.  Default is 50.</li>
-			<li>curveSegments — Integer. Number of points on the curves. Default is 12.</li>
-			<li>bevelEnabled — Boolean. Turn on bevel. Default is False.</li>
-			<li>bevelThickness — Float. How deep into text bevel goes. Default is 10.</li>
-			<li>bevelSize — Float. How far from text outline is bevel. Default is 8.</li>
-			<li>bevelSegments — Integer. Number of bevel segments. Default is 3.</li>
+			<li>font — THREE.Font的实例。</li>
+			<li>size — Float。字体大小,默认值为100。</li>
+			<li>height — Float。挤出文本的厚度。默认值为50。</li>
+			<li>curveSegments — Integer。(表示文本的)曲线上点的数量。默认值为12。</li>
+			<li>bevelEnabled — Boolean。是否开启斜角,默认为false。</li>
+			<li>bevelThickness — Float。文本上斜角的深度,默认值为20。</li>
+			<li>bevelSize — Float。斜角与原始文本轮廓之间的延伸距离。默认值为8。</li>
+			<li>bevelSegments — Integer。斜角的分段数。默认值为3。</li>
 		</ul>
 		</ul>
 		</p>
 		</p>
 
 
-		<h2>Available Fonts</h2>
+		<h2>可用的字体</h2>
 
 
 		<p>
 		<p>
-		TextGeometry uses <a href='http://gero3.github.io/facetype.js/' target="_top">typeface.json</a> generated fonts.
-		Some existing fonts can be found located in <b>/examples/fonts</b> and must be included in the page.
+			文本几何体使用 <a href='http://gero3.github.io/facetype.js/' target="_top">typeface.json</a>所生成的字体。
+			一些已有的字体可以在<b>/examples/fonts</b>中找到,且必须在页面中引入。
 		</p>
 		</p>
 		<table>
 		<table>
 			<tr>
 			<tr>
-				<th>Font</th>
-				<th>Weight</th>
-				<th>Style</th>
-				<th>File Path</th>
+				<th>字体</th>
+				<th>字重</th>
+				<th>风格</th>
+				<th>文件路径</th>
 			</tr>
 			</tr>
 			<tr>
 			<tr>
 				<td>helvetiker</td>
 				<td>helvetiker</td>
@@ -153,14 +153,14 @@
 			</tr>
 			</tr>
 		</table>
 		</table>
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 
 		<h3>[property:Object parameters]</h3>
 		<h3>[property:Object parameters]</h3>
 		<p>
 		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
+				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>
 		</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>

+ 13 - 13
docs/api/zh/geometries/TorusBufferGeometry.html

@@ -10,9 +10,9 @@
 	<body>
 	<body>
 		[page:BufferGeometry] &rarr;
 		[page:BufferGeometry] &rarr;
 
 
-		<h1>[name]</h1>
+		<h1>圆环缓冲几何体([name]</h1>
 
 
-		<p class="desc">This is the [page:BufferGeometry] port of [page:TorusGeometry].</p>
+		<p class="desc">这是[page:TorusGeometry]中的[page:BufferGeometry]接口。</p>
 
 
 		<iframe id="scene" src="scenes/geometry-browser.html#TorusBufferGeometry"></iframe>
 		<iframe id="scene" src="scenes/geometry-browser.html#TorusBufferGeometry"></iframe>
 
 
@@ -32,7 +32,7 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 
 		<code>var geometry = new THREE.TorusBufferGeometry( 10, 3, 16, 100 );
 		<code>var geometry = new THREE.TorusBufferGeometry( 10, 3, 16, 100 );
 		var material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
 		var material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
@@ -40,25 +40,25 @@
 		scene.add( torus );
 		scene.add( torus );
 		</code>
 		</code>
 
 
-		<h2>Constructor</h2>
+		<h2>构造器</h2>
 
 
 		<h3>[name]([param:Float radius], [param:Float tube], [param:Integer radialSegments], [param:Integer tubularSegments], [param:Float arc])</h3>
 		<h3>[name]([param:Float radius], [param:Float tube], [param:Integer radialSegments], [param:Integer tubularSegments], [param:Float arc])</h3>
 		<p>
 		<p>
-		radius - Radius of the torus, from the center of the torus to the center of the tube. Default is 1. <br />
-		tube — Radius of the tube.  Default is 0.4. <br />
-		radialSegments — Default is 8 <br />
-		tubularSegments — Default is 6. <br />
-		arc — Central angle.  Default is Math.PI * 2.
-		</p>
+				radius - 圆环的半径,从圆环的中心到管道(横截面)的中心。默认值是1。<br />
+				tube — 管道的半径,默认值为0.4。<br />
+				radialSegments — 圆环的分段数,默认值为8。<br />
+				tubularSegments — 管道的分段数,默认值为6。<br />
+				arc — 圆环的圆心角(单位是弧度),默认值为Math.PI * 2。
+				</p>
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 
 		<h3>.parameters</h3>
 		<h3>.parameters</h3>
 		<p>
 		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
+				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>
 		</p>
 
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/TorusGeometry.js src/geometries/TorusGeometry.js]
 		[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/TorusGeometry.js src/geometries/TorusGeometry.js]
 	</body>
 	</body>

+ 12 - 12
docs/api/zh/geometries/TorusGeometry.html

@@ -10,9 +10,9 @@
 	<body>
 	<body>
 		[page:Geometry] &rarr;
 		[page:Geometry] &rarr;
 
 
-		<h1>[name]</h1>
+		<h1>圆环几何体[name]</h1>
 
 
-		<p class="desc">A class for generating torus geometries</p>
+		<p class="desc">一个用于生成圆环几何体的类。</p>
 
 
 		<iframe id="scene" src="scenes/geometry-browser.html#TorusGeometry"></iframe>
 		<iframe id="scene" src="scenes/geometry-browser.html#TorusGeometry"></iframe>
 
 
@@ -32,7 +32,7 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 
 		<code>var geometry = new THREE.TorusGeometry( 10, 3, 16, 100 );
 		<code>var geometry = new THREE.TorusGeometry( 10, 3, 16, 100 );
 		var material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
 		var material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
@@ -40,25 +40,25 @@
 		scene.add( torus );
 		scene.add( torus );
 		</code>
 		</code>
 
 
-		<h2>Constructor</h2>
+		<h2>构造器</h2>
 
 
 		<h3>[name]([param:Float radius], [param:Float tube], [param:Integer radialSegments], [param:Integer tubularSegments], [param:Float arc])</h3>
 		<h3>[name]([param:Float radius], [param:Float tube], [param:Integer radialSegments], [param:Integer tubularSegments], [param:Float arc])</h3>
 		<p>
 		<p>
-		radius - Radius of the torus, from the center of the torus to the center of the tube. Default is 1. <br />
-		tube — Radius of the tube.  Default is 0.4. <br />
-		radialSegments — Default is 8 <br />
-		tubularSegments — Default is 6. <br />
-		arc — Central angle.  Default is Math.PI * 2.
+		radius - 圆环的半径,从圆环的中心到管道(横截面)的中心。默认值是1。<br />
+		tube — 管道的半径,默认值为0.4。<br />
+		radialSegments — 圆环的分段数,默认值为8。<br />
+		tubularSegments — 管道的分段数,默认值为6。<br />
+		arc — 圆环的中心角(单位是弧度),默认值为Math.PI * 2。
 		</p>
 		</p>
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 
 		<h3>.parameters</h3>
 		<h3>.parameters</h3>
 		<p>
 		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
+			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>
 		</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>

+ 12 - 12
docs/api/zh/geometries/TorusKnotBufferGeometry.html

@@ -32,7 +32,7 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 
 		<code>var geometry = new THREE.TorusKnotBufferGeometry( 10, 3, 100, 16 );
 		<code>var geometry = new THREE.TorusKnotBufferGeometry( 10, 3, 100, 16 );
 		var material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
 		var material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
@@ -40,28 +40,28 @@
 		scene.add( torusKnot );
 		scene.add( torusKnot );
 		</code>
 		</code>
 
 
-		<h2>Constructor</h2>
+		<h2>构造器</h2>
 
 
 		<h3>[name]([param:Float radius], [param:Float tube], [param:Integer tubularSegments], [param:Integer radialSegments], [param:Integer p], [param:Integer q])</h3>
 		<h3>[name]([param:Float radius], [param:Float tube], [param:Integer tubularSegments], [param:Integer radialSegments], [param:Integer p], [param:Integer q])</h3>
 		<p>
 		<p>
 			<ul>
 			<ul>
-				<li>radius - Radius of the torus. Default is 1.</li>
-				<li>tube — Radius of the tube. Default is 0.4.</li>
-				<li>tubularSegments — Default is 64.</li>
-				<li>radialSegments — Default is 8.</li>
-				<li>p — This value determines, how many times the geometry winds around its axis of rotational symmetry. Default is 2.</li>
-				<li>q — This value determines, how many times the geometry winds around a circle in the interior of the torus. Default is 3.</li>
+					<li>radius - 圆环的半径,默认值为1。</li>
+					<li>tube — 管道的半径,默认值为0.4。</li>
+					<li>tubularSegments — 管道的分段数量,默认值为64。</li>
+					<li>radialSegments — 横截面分段数量,默认值为8。</li>
+					<li>p — 这个值决定了几何体将绕着其旋转对称轴旋转多少次,默认值是2。</li>
+					<li>q — 这个值决定了几何体将绕着其内部圆环旋转多少次,默认值是3。</li>
 			</ul>
 			</ul>
 		</p>
 		</p>
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 
 		<h3>.parameters</h3>
 		<h3>.parameters</h3>
 		<p>
 		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
-		</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。
+</p>
 
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/TorusKnotGeometry.js src/geometries/TorusKnotGeometry.js]
 		[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/TorusKnotGeometry.js src/geometries/TorusKnotGeometry.js]
 	</body>
 	</body>

+ 15 - 14
docs/api/zh/geometries/TorusKnotGeometry.html

@@ -10,9 +10,10 @@
 	<body>
 	<body>
 		[page:Geometry] &rarr;
 		[page:Geometry] &rarr;
 
 
-		<h1>[name]</h1>
+		<h1>圆环扭结几何体([name]</h1>
 
 
-		<p class="desc">Creates a torus knot, the particular shape of which is defined by a pair of coprime integers, p and q.  If p and q are not coprime, the result will be a torus link.</p>
+		<p class="desc">
+			创建一个圆环扭结,其特殊形状由一对互质的整数,p和q所定义。如果p和q不互质,创建出来的几何体将是一个环面链接。</p>
 
 
 		<iframe id="scene" src="scenes/geometry-browser.html#TorusKnotGeometry"></iframe>
 		<iframe id="scene" src="scenes/geometry-browser.html#TorusKnotGeometry"></iframe>
 
 
@@ -32,7 +33,7 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 
 		<code>var geometry = new THREE.TorusKnotGeometry( 10, 3, 100, 16 );
 		<code>var geometry = new THREE.TorusKnotGeometry( 10, 3, 100, 16 );
 		var material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
 		var material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
@@ -40,28 +41,28 @@
 		scene.add( torusKnot );
 		scene.add( torusKnot );
 		</code>
 		</code>
 
 
-		<h2>Constructor</h2>
+		<h2>构造器</h2>
 
 
 		<h3>[name]([param:Float radius], [param:Float tube], [param:Integer tubularSegments], [param:Integer radialSegments], [param:Integer p], [param:Integer q])</h3>
 		<h3>[name]([param:Float radius], [param:Float tube], [param:Integer tubularSegments], [param:Integer radialSegments], [param:Integer p], [param:Integer q])</h3>
 		<p>
 		<p>
 			<ul>
 			<ul>
-				<li>radius - Radius of the torus. Default is 1.</li>
-				<li>tube — Radius of the tube. Default is 0.4.</li>
-				<li>tubularSegments — Default is 64.</li>
-				<li>radialSegments — Default is 8.</li>
-				<li>p — This value determines, how many times the geometry winds around its axis of rotational symmetry. Default is 2.</li>
-				<li>q — This value determines, how many times the geometry winds around a circle in the interior of the torus. Default is 3.</li>
+				<li>radius - 圆环的半径,默认值为1。</li>
+				<li>tube — 管道的半径,默认值为0.4。</li>
+				<li>tubularSegments — 管道的分段数量,默认值为64。</li>
+				<li>radialSegments — 横截面分段数量,默认值为8。</li>
+				<li>p — 这个值决定了几何体将绕着其旋转对称轴旋转多少次,默认值是2。</li>
+				<li>q — 这个值决定了几何体将绕着其内部圆环旋转多少次,默认值是3。</li>
 			</ul>
 			</ul>
 		</p>
 		</p>
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 
 		<h3>.parameters</h3>
 		<h3>.parameters</h3>
 		<p>
 		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
-		</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。
+</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>

+ 17 - 17
docs/api/zh/geometries/TubeBufferGeometry.html

@@ -10,9 +10,9 @@
 	<body>
 	<body>
 		[page:BufferGeometry] &rarr;
 		[page:BufferGeometry] &rarr;
 
 
-		<h1>[name]</h1>
+		<h1>管道缓冲几何体([name]</h1>
 
 
-		<p class="desc">Creates a tube that extrudes along a 3d curve.</p>
+		<p class="desc">创建一个沿着三维曲线延伸的管道。</p>
 
 
 		<iframe id="scene" src="scenes/geometry-browser.html#TubeBufferGeometry"></iframe>
 		<iframe id="scene" src="scenes/geometry-browser.html#TubeBufferGeometry"></iframe>
 
 
@@ -32,7 +32,7 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 
 		<code>
 		<code>
 		function CustomSinCurve( scale ) {
 		function CustomSinCurve( scale ) {
@@ -63,43 +63,43 @@
 		scene.add( mesh );
 		scene.add( mesh );
 		</code>
 		</code>
 
 
-		<h2>Constructor</h2>
+		<h2>构造器</h2>
 
 
 
 
 		<h3>[name]([param:Curve path], [param:Integer tubularSegments], [param:Float radius], [param:Integer radialSegments], [param:Boolean closed])</h3>
 		<h3>[name]([param:Curve path], [param:Integer tubularSegments], [param:Float radius], [param:Integer radialSegments], [param:Boolean closed])</h3>
 		<p>
 		<p>
-		path — [page:Curve] - A path that inherits from the [page:Curve] base class<br />
-		tubularSegments — [page:Integer] - The number of segments that make up the tube, default is 64<br />
-		radius — [page:Float] - The radius of the tube, default is 1<br />
-		radialSegments — [page:Integer] - The number of segments that make up the cross-section, default is 8 <br />
-		closed — [page:Boolean] Is the tube open or closed, default is false <br />
+				path — [page:Curve] - 一个由基类[page:Curve]继承而来的路径。<br />
+				tubularSegments — [page:Integer] - 组成这一管道的分段数,默认值为64。<br />
+				radius — [page:Float] - 管道的半径,默认值为1。<br />
+				radialSegments — [page:Integer] - 管道横截面的分段数目,默认值为8。<br />
+				closed — [page:Boolean] 管道的两端是否闭合,默认值为false。<br />
 		</p>
 		</p>
 
 
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 
 		<h3>[property:Object parameters]</h3>
 		<h3>[property:Object parameters]</h3>
 		<p>
 		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
-		</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。
+</p>
 
 
 		<h3>[property:Array tangents]</h3>
 		<h3>[property:Array tangents]</h3>
 		<p>
 		<p>
-		An array of [page:Vector3] tangents
+			一个[page:Vector3]切线数组。
 		</p>
 		</p>
 
 
 		<h3>[property:Array normals]</h3>
 		<h3>[property:Array normals]</h3>
 		<p>
 		<p>
-		An array of [page:Vector3] normals
+			一个[page:Vector3]法线数组。
 		</p>
 		</p>
 
 
 		<h3>[property:Array binormals]</h3>
 		<h3>[property:Array binormals]</h3>
 		<p>
 		<p>
-		An array of [page:Vector3] binormals
+			一个[page:Vector3]次法线数组。
 		</p>
 		</p>
 
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 
-		[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/TubeGeometry.js src/geometries/TubeGeometry.js]
+		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>
 	</body>
 </html>
 </html>

+ 16 - 16
docs/api/zh/geometries/TubeGeometry.html

@@ -10,9 +10,9 @@
 	<body>
 	<body>
 		[page:Geometry] &rarr;
 		[page:Geometry] &rarr;
 
 
-		<h1>[name]</h1>
+		<h1>管道几何体([name]</h1>
 
 
-		<p class="desc">Creates a tube that extrudes along a 3d curve.</p>
+		<p class="desc">创建一个沿着三维曲线延伸的管道。</p>
 
 
 		<iframe id="scene" src="scenes/geometry-browser.html#TubeGeometry"></iframe>
 		<iframe id="scene" src="scenes/geometry-browser.html#TubeGeometry"></iframe>
 
 
@@ -32,7 +32,7 @@
 
 
 		</script>
 		</script>
 
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 
 		<code>
 		<code>
 		function CustomSinCurve( scale ) {
 		function CustomSinCurve( scale ) {
@@ -63,42 +63,42 @@
 		scene.add( mesh );
 		scene.add( mesh );
 		</code>
 		</code>
 
 
-		<h2>Constructor</h2>
+		<h2>构造器</h2>
 
 
 
 
 		<h3>[name]([param:Curve path], [param:Integer tubularSegments], [param:Float radius], [param:Integer radialSegments], [param:Boolean closed])</h3>
 		<h3>[name]([param:Curve path], [param:Integer tubularSegments], [param:Float radius], [param:Integer radialSegments], [param:Boolean closed])</h3>
 		<p>
 		<p>
-		path — [page:Curve] - A path that inherits from the [page:Curve] base class<br />
-		tubularSegments — [page:Integer] - The number of segments that make up the tube, default is 64<br />
-		radius — [page:Float] - The radius of the tube, default is 1<br />
-		radialSegments — [page:Integer] - The number of segments that make up the cross-section, default is 8 <br />
-		closed — [page:Boolean] Is the tube open or closed, default is false <br />
+		path — [page:Curve] - 一个由基类[page:Curve]继承而来的路径。<br />
+		tubularSegments — [page:Integer] - 组成这一管道的分段数,默认值为64。<br />
+		radius — [page:Float] - 管道的半径,默认值为1。<br />
+		radialSegments — [page:Integer] - 管道横截面的分段数目,默认值为8。<br />
+		closed — [page:Boolean] 管道的两端是否闭合,默认值为false。<br />
 		</p>
 		</p>
 
 
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 
 		<h3>[property:Object parameters]</h3>
 		<h3>[property:Object parameters]</h3>
 		<p>
 		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
-		</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。
+</p>
 
 
 		<h3>[property:Array tangents]</h3>
 		<h3>[property:Array tangents]</h3>
 		<p>
 		<p>
-		An array of [page:Vector3] tangents
+			一个[page:Vector3]切线数组。
 		</p>
 		</p>
 
 
 		<h3>[property:Array normals]</h3>
 		<h3>[property:Array normals]</h3>
 		<p>
 		<p>
-		An array of [page:Vector3] normals
+			一个[page:Vector3]法线数组。
 		</p>
 		</p>
 
 
 		<h3>[property:Array binormals]</h3>
 		<h3>[property:Array binormals]</h3>
 		<p>
 		<p>
-		An array of [page:Vector3] binormals
+			一个[page:Vector3]次法线数组。
 		</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>

+ 6 - 6
docs/api/zh/geometries/WireframeGeometry.html

@@ -10,9 +10,9 @@
 	<body>
 	<body>
 		[page:BufferGeometry] &rarr;
 		[page:BufferGeometry] &rarr;
 
 
-		<h1>[name]</h1>
+		<h1>网格几何体([name]</h1>
 
 
-		<p class="desc">This can be used as a helper object to view a [page:Geometry Geometry] object as a wireframe.</p>
+		<p class="desc">这个类可以被用作一个辅助物体,来对一个[page:Geometry Geometry]以线框的形式进行查看。</p>
 
 
 		<!-- <iframe id="scene" src="scenes/geometry-browser.html#EdgeGeometry"></iframe>
 		<!-- <iframe id="scene" src="scenes/geometry-browser.html#EdgeGeometry"></iframe>
 
 
@@ -32,7 +32,7 @@
 
 
 		</script> -->
 		</script> -->
 
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 
 		[example:webgl_helpers helpers]
 		[example:webgl_helpers helpers]
 
 
@@ -49,14 +49,14 @@ line.material.transparent = true;
 scene.add( line );
 scene.add( line );
 		</code>
 		</code>
 
 
-		<h2>Constructor</h2>
+		<h2>构造器</h2>
 
 
 		<h3>[name]( [param:Geometry geometry] )</h3>
 		<h3>[name]( [param:Geometry geometry] )</h3>
 		<p>
 		<p>
-		geometry — any geometry object.
+		geometry — 任意几何体对象。
 		</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>

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

@@ -10,17 +10,15 @@
 	<body>
 	<body>
 		[page:Object3D] &rarr;
 		[page:Object3D] &rarr;
 
 
-		<h1>[name]</h1>
+		<h1>多细节层次([name],Levels of Detail)</h1>
 
 
 		<p class="desc">
 		<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),一个距离适中(中等细节),还有一个距离非常近(高质量)。
 		</p>
 		</p>
 
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 		
 		
 		<p>
 		<p>
 			[example:webgl_lod webgl / lod ]
 			[example:webgl_lod webgl / lod ]
@@ -44,76 +42,72 @@ scene.add( lod );
 		</code>
 		</code>
 
 
 		<p>
 		<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]
 		[example:webgl_lod WebGL / LOD]
 		</div>
 		</div>
 
 
 		<h2>Constructor</h2>
 		<h2>Constructor</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]来查看公共属性。</p>
 
 
 		<h3>[property:array levels]</h3>
 		<h3>[property:array levels]</h3>
 		<p>
 		<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>
 		</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>
 		<h3>[method:null addLevel]( [param:Object3D object], [param:Float distance] )</h3>
 		<p>
 		<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>
 		</p>
 
 
 		<h3>[method:LOD clone]()</h3>
 		<h3>[method:LOD clone]()</h3>
 		<p>
 		<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>
 		</p>
 
 
 
 
 		<h3>[method:Object3D getObjectForDistance]( [param:Float distance] )</h3>
 		<h3>[method:Object3D getObjectForDistance]( [param:Float distance] )</h3>
 		<p>
 		<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>
 		</p>
 
 
 		<h3>[method:Array raycast]( [param:Raycaster raycaster], [param:Array intersects] )</h3>
 		<h3>[method:Array raycast]( [param:Raycaster raycaster], [param:Array intersects] )</h3>
 		<p>
 		<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>
 		</p>
 
 
 
 
 
 
 		<h3>[method:null toJSON]( meta )</h3>
 		<h3>[method:null toJSON]( meta )</h3>
 		<p>
 		<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>
 		</p>
 
 
 		<h3>[method:null update]( [param:Camera camera] )</h3>
 		<h3>[method:null update]( [param:Camera camera] )</h3>
 		<p>
 		<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>
 		</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>

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

@@ -10,20 +10,17 @@
 	<body>
 	<body>
 		[page:Object3D] &rarr;
 		[page:Object3D] &rarr;
 
 
-		<h1>[name]</h1>
+		<h1>线([name]</h1>
 
 
 		<p class="desc">
 		<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>
 		</p>
 
 
 
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 
 		<code>var material = new THREE.LineBasicMaterial({
 		<code>var material = new THREE.LineBasicMaterial({
 			color: 0x0000ff
 			color: 0x0000ff
@@ -41,57 +38,59 @@
 		</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] — 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>
 
 
-		<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>
 		<h3>[property:Boolean isLine]</h3>
 		<p>
 		<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>
 		</p>
 
 
 
 
 		<h3>[property:Geometry geometry]</h3>
 		<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>
 		<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>
 		<h3>[method:Line computeLineDistances]()</h3>
 		<p>
 		<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>
 		</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 [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>
 		</p>
 
 
 		<h3>[method:Line clone]()</h3>
 		<h3>[method:Line clone]()</h3>
 		<p>
 		<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>
 		</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>

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

@@ -10,45 +10,43 @@
 	<body>
 	<body>
 		[page:Object3D] &rarr; [page:Line] &rarr;
 		[page:Object3D] &rarr; [page:Line] &rarr;
 
 
-		<h1>[name]</h1>
+		<h1>环线([name]</h1>
 
 
 		<p class="desc">
 		<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>
 		</p>
 
 
 
 
-		<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] — 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>
 
 
-		<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>
 		<h3>[property:Boolean isLineLoop]</h3>
 		<p>
 		<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>
 		</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]
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>
 	</body>

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

@@ -10,44 +10,41 @@
 	<body>
 	<body>
 		[page:Object3D] &rarr; [page:Line] &rarr;
 		[page:Object3D] &rarr; [page:Line] &rarr;
 
 
-		<h1>[name]</h1>
+		<h1>线段([name]</h1>
 
 
 		<p class="desc">
 		<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>
 		</p>
 
 
 
 
-		<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] — 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>
 
 
-		<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>
 		<h3>[property:Boolean isLineSegments]</h3>
 		<p>
 		<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>
 		</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]
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>
 	</body>

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

@@ -10,15 +10,15 @@
 	<body>
 	<body>
 		[page:Object3D] &rarr;
 		[page:Object3D] &rarr;
 
 
-		<h1>[name]</h1>
+		<h1>网格([name]</h1>
 
 
 		<p class="desc">
 		<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>
 		</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 );
@@ -28,85 +28,80 @@
 		</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] — (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>
 		</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>
 		<h3>[property:Integer drawMode]</h3>
 		<p>
 		<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>
 		</p>
 
 
 
 
 		<h3>[property:Boolean isMesh]</h3>
 		<h3>[property:Boolean isMesh]</h3>
 		<p>
 		<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>
 		</p>
 
 
 		<h3>[property:Geometry geometry]</h3>
 		<h3>[property:Geometry geometry]</h3>
 		<p>
 		<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>
 		</p>
 
 
 		<h3>[property:Material material]</h3>
 		<h3>[property:Material material]</h3>
 		<p>
 		<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>
 		</p>
 
 
 		<h3>[property:Array morphTargetInfluences]</h3>
 		<h3>[property:Array morphTargetInfluences]</h3>
 		<p>
 		<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>
 		</p>
 
 
 		<h3>[property:Object morphTargetDictionary]</h3>
 		<h3>[property:Object morphTargetDictionary]</h3>
 		<p>
 		<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>
 		</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>
 		<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>
 		<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>
 		<h3>[method:null raycast]( [param:Raycaster raycaster], [param:Array intersects] )</h3>
 		<p>
 		<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>
 		</p>
 
 
 		<h3>[method:null updateMorphTargets]()</h3>
 		<h3>[method:null updateMorphTargets]()</h3>
 		<p>
 		<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>
 		</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>

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

@@ -1,78 +1,75 @@
 <!DOCTYPE html>
 <!DOCTYPE html>
 <html lang="en">
 <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>
 		<h3>[method:Bone getBoneByName]( [param:String name] )</h3>
 		<p>
 		<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 />
 		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>
 
 

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

@@ -43,7 +43,7 @@ scene.add( sprite );
 		<h3>[property:Boolean isSprite]</h3>
 		<h3>[property:Boolean isSprite]</h3>
 		<p>
 		<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 />
 			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>
 		</p>
 
 
 
 

+ 15 - 15
docs/api/zh/scenes/Fog.html

@@ -8,42 +8,42 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	</head>
 	<body>
 	<body>
-		<h1>[name]</h1>
+		<h1>雾([name]</h1>
 
 
-		<p class="desc">This class contains the parameters that define linear fog, i.e., that grows linearly denser with the distance.</p>
+		<p class="desc">这个类中的参数定义了线性雾。也就是说,雾的密度是随着距离线性增大的。</p>
 
 
 
 
-		<h2>Constructor</h2>
+		<h2>构造器</h2>
 
 
 
 
 		<h3>[name]( [param:Integer color], [param:Float near], [param:Float far] )</h3>
 		<h3>[name]( [param:Integer color], [param:Float near], [param:Float far] )</h3>
-		<p>The color parameter is passed to the [page:Color] constructor to set the color property. Color can be a hexadecimal integer or a CSS-style string.</p>
+		<p>颜色参数传入[page:Color]构造函数中,来设置颜色属性。颜色可以是一个十六进制的整型数,或者是CSS风格的字符串。</p>
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 
 		<h3>[property:String name]</h3>
 		<h3>[property:String name]</h3>
-		<p>Optional name of the object (doesn't need to be unique). Default is an empty string.</p>
+		<p>对象的名称,可选、不必唯一。默认值是一个空字符串。</p>
 
 
 		<h3>[property:Color color]</h3>
 		<h3>[property:Color color]</h3>
-		<p>Fog color.  Example: If set to black, far away objects will be rendered black.</p>
+		<p>雾的颜色。比如说,如果将其设置为黑色,远处的物体将被渲染成黑色。</p>
 
 
 		<h3>[property:Float near]</h3>
 		<h3>[property:Float near]</h3>
-		<p>The minimum distance to start applying fog. Objects that are less than 'near' units from the active camera won't be affected by fog.</p>
-		<p>Default is 1.</p>
+		<p>开始应用雾的最小距离。距离小于活动摄像机“near”个单位的物体将不会被雾所影响。</p>
+		<p>默认值是1。</p>
 
 
 		<h3>[property:Float far]</h3>
 		<h3>[property:Float far]</h3>
-		<p>The maximum distance at which fog stops being calculated and applied. Objects that are more than 'far' units away from the active camera won't be affected by fog.</p>
-		<p>Default is 1000.</p>
+		<p>结束计算、应用雾的最大距离,距离大于活动摄像机“far”个单位的物体将不会被雾所影响。</p>
+		<p>默认值是1000。</p>
 
 
-		<h2>Methods</h2>
+		<h2>方法</h2>
 
 
 		<h3>[method:Fog clone]()</h3>
 		<h3>[method:Fog clone]()</h3>
-		<p>Returns a new fog instance with the same parameters as this one.</p>
+		<p>返回一个具有和当前雾参数相同的新的Fog实例。</p>
 
 
 		<h3>[method:Fog toJSON]()</h3>
 		<h3>[method:Fog toJSON]()</h3>
-		<p>Return fog data in JSON format.</p>
+		<p>以JSON格式返回Fog的数据。</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>

+ 14 - 13
docs/api/zh/scenes/FogExp2.html

@@ -8,38 +8,39 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	</head>
 	<body>
 	<body>
-		<h1>[name]</h1>
+		<h1>雾-指数([name]</h1>
 
 
-		<p class="desc">This class contains the parameters that define exponential fog, i.e., that grows exponentially denser with the distance.</p>
+		<p class="desc">
+			这个类中的参数定义了指数雾。也就是说,雾的密度是随着距离指数增大的。</p>
 
 
 
 
-		<h2>Constructor</h2>
+		<h2>构造器</h2>
 
 
 
 
 		<h3>[name]( [param:Integer color], [param:Float density] )</h3>
 		<h3>[name]( [param:Integer color], [param:Float density] )</h3>
 
 
-		<p>The color parameter is passed to the [page:Color] constructor to set the color property. Color can be a hexadecimal integer or a CSS-style string.</p>
-		<h2>Properties</h2>
+		<p>颜色参数传入[page:Color]构造函数中,来设置颜色属性。颜色可以是一个十六进制的整型数,或者是CSS风格的字符串。</p>
+		<h2>属性</h2>
 
 
 		<h3>[property:String name]</h3>
 		<h3>[property:String name]</h3>
-		<p>Optional name of the object (doesn't need to be unique). Default is an empty string.</p>
+		<p>对象的名称,可选、不必唯一。默认值是一个空字符串。</p>
 
 
 		<h3>[property:Color color]</h3>
 		<h3>[property:Color color]</h3>
-		<p>Fog color. Example: If set to black, far away objects will be rendered black.</p>
+		<p>雾的颜色。比如说,如果将其设置为黑色,远处的物体将被渲染成黑色。</p>
 
 
 		<h3>[property:Float density]</h3>
 		<h3>[property:Float density]</h3>
-		<p>Defines how fast the fog will grow dense.</p>
-		<p>Default is 0.00025.</p>
+		<p>定义雾的密度将会增长多块。</p>
+		<p>默认值是0.00025.</p>
 
 
-		<h2>Methods</h2>
+		<h2>方法</h2>
 
 
 		<h3>[method:FogExp2 clone]()</h3>
 		<h3>[method:FogExp2 clone]()</h3>
-		<p>Returns a new FogExp2 instance with the same parameters as this one.</p>
+		<p>返回一个具有和当前雾参数相同的新的FogExp2实例。</p>
 
 
 		<h3>[method:FogExp2 toJSON]()</h3>
 		<h3>[method:FogExp2 toJSON]()</h3>
-		<p>Return FogExp2 data in JSON format.</p>
+		<p>以JSON格式返回FogExp2的数据。</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>

+ 17 - 14
docs/api/zh/scenes/Scene.html

@@ -9,49 +9,52 @@
 	</head>
 	</head>
 	<body>
 	<body>
 		[page:Object3D] &rarr;
 		[page:Object3D] &rarr;
-		<h1>[name]</h1>
+		<h1>场景([name]</h1>
 
 
-		<p class="desc">Scenes allow you to set up what and where is to be rendered by three.js. This is where you place objects, lights and cameras.</p>
+		<p class="desc">
+			场景允许你在什么地方、摆放什么东西来交给three.js来渲染,这是你放置物体、灯光和摄像机的地方。</p>
 
 
 
 
-		<h2>Constructor</h2>
+		<h2>构造器</h2>
 
 
 
 
 		<h3>[name]()</h3>
 		<h3>[name]()</h3>
 		<p>
 		<p>
-		Create a new scene object.
-		</p>
+创建一个新的场景对象。
+</p>
 
 
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 
 		<h3>[property:Fog fog]</h3>
 		<h3>[property:Fog fog]</h3>
 
 
-		<p>A [page:Fog fog] instance defining the type of fog that affects everything rendered in the scene. Default is null.</p>
+		<p>一个[page:Fog fog]实例定义了影响场景中的每个物体的雾的类型。默认值为null。
+		</p>
 
 
 		<h3>[property:Material overrideMaterial]</h3>
 		<h3>[property:Material overrideMaterial]</h3>
 
 
-		<p>If not null, it will force everything in the scene to be rendered with that material. Default is null.</p>
+		<p>如果不为空,它将强制场景中的每个物体使用这里的材质来渲染。默认值为null。</p>
 
 
 		<h3>[property:boolean autoUpdate]</h3>
 		<h3>[property:boolean autoUpdate]</h3>
 		<p>
 		<p>
-		Default is true. If set, then the renderer checks every frame if the scene and its objects needs matrix updates.
-		When it isn't, then you have to maintain all matrices in the scene yourself.
+			默认值为true,若设置了这个值,则渲染器会检查每一帧是否需要更新场景及其中物体的矩阵。
+			当设为false时,你必须亲自手动维护场景中的矩阵。
 		</p>
 		</p>
 
 
 		<h3>[property:Object background]</h3>
 		<h3>[property:Object background]</h3>
 		<p>
 		<p>
-		If not null, sets the background used when rendering the scene, and is always rendered first. Can be set to a [page:Color] which sets the clear color, a [page:Texture] covering the canvas, or a [page:CubeTexture]. Default is null.
+            若不为空,在渲染场景的时候将设置背景,且背景总是首先被渲染的。
+            可以设置一个用于的“clear”的[page:Color](颜色)、一个覆盖canvas的[page:Texture](纹理),或是一个[page:CubeTexture]。默认值为null。
 		</p>
 		</p>
 
 
-		<h2>Methods</h2>
+		<h2>方法</h2>
 
 
 		<h3>[method:JSON toJSON]</h3>
 		<h3>[method:JSON toJSON]</h3>
 		<p>
 		<p>
-		Return the scene data in JSON format.
+			使用JSON格式返回场景数据。
 		</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>

+ 1 - 1
docs/manual/zh/introduction/Creating-a-scene.html

@@ -117,7 +117,7 @@
 		<p>这一段代码将在每一帧时被渲染时调用(正常情况下是60次/秒),这就让立方体有了一个看起来很不错的旋转动画。基本上来说,当应用程序运行时,如果你想要移动或者改变任何场景中的东西,都必须要经过这个动画循环。当然,在这个动画循环函数里,你也可以调用别的函数,这样你在写<strong>animate</strong>函数的时候,这样你在写animate函数的时候,就不用在这里以成千上万的代码来结尾了。</p>
 		<p>这一段代码将在每一帧时被渲染时调用(正常情况下是60次/秒),这就让立方体有了一个看起来很不错的旋转动画。基本上来说,当应用程序运行时,如果你想要移动或者改变任何场景中的东西,都必须要经过这个动画循环。当然,在这个动画循环函数里,你也可以调用别的函数,这样你在写<strong>animate</strong>函数的时候,这样你在写animate函数的时候,就不用在这里以成千上万的代码来结尾了。</p>
 
 
 		<h2>结果</h2>
 		<h2>结果</h2>
-		<p>祝贺你!你现在已经成功完成了你的第一个Three.js应用程序。它现在很简单, 你现在已经有了一个起点。</p>
+		<p>祝贺你!你现在已经成功完成了你的第一个Three.js应用程序。虽然它很简单,但现在你已经有了一个入门的起点。</p>
 
 
 		<p>下面是完整的代码,请尽情运行它或者修改它,这将可以让你对它的工作机制有更加深入的了解。</p>
 		<p>下面是完整的代码,请尽情运行它或者修改它,这将可以让你对它的工作机制有更加深入的了解。</p>