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+ 92 - 105
docs/api/zh/math/Box3.html

@@ -11,291 +11,278 @@
 		<h1>[name]</h1>
 
 		<p class="desc">
-			Represents a box or cube in 3D space. The main purpose of this is to represent
-			the [link:https://en.wikipedia.org/wiki/Minimum_bounding_box Minimum Bounding Boxes]
-			for objects.
+			在3D空间中表示一个盒子或立方体。这个的主要目的是表示对象的最小边界框[link:https://en.wikipedia.org/wiki/Minimum_bounding_box Minimum Bounding Boxes]。
 		</p>
 
 
-		<h2>Constructor</h2>
+		<h2>构造器(Constructor</h2>
 
 
 		<h3>[name]( [param:Vector3 min], [param:Vector3 max] )</h3>
 		<p>
-		[page:Vector3 min] - (optional) [page:Vector3] representing the lower (x, y, z) boundary of the box.
-		Default is ( + Infinity, + Infinity, + Infinity ).<br>
+		[page:Vector3 min] - (参数可选) [page:Vector3] 表示包围盒的下边界。
+		默认值是( + Infinity, + Infinity, + Infinity )。<br>
 
-		[page:Vector3 max] - (optional) [page:Vector3] representing the lower upper (x, y, z) boundary of the box.
-		Default is ( - Infinity, - Infinity, - Infinity ).<br /><br />
+		[page:Vector3 max] - (参数可选) [page:Vector3] 表示包围盒的上边界。
+		默认值是( - Infinity, - Infinity, - Infinity )。<br /><br />
 
-		Creates a [name] bounded by min and max.
+		创建一个以max和min为边界的包围盒。
 		</p>
 
-		<h2>Properties</h2>
+		<h2>属性(Properties</h2>
 
 		<h3>[property:Boolean isBox3]</h3>
 		<p>
-			Used to check whether this or derived classes are Box3s. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
+			用于检测当前对象或者派生类对象是否是Box3。默认为 *true*。<br /><br />
+			
+			不应该修改这个值,因为内部使用该属性做了优化的任务。
 		</p>
 
 		<h3>[property:Vector3 min]</h3>
 		<p>
-			[page:Vector3] representing the lower (x, y, z) boundary of the box.<br />
-			Default is ( + Infinity, + Infinity, + Infinity ).
+			[page:Vector3] 表示包围盒的下边界。<br />
+			默认值是( - Infinity, - Infinity, - Infinity )。
 		</p>
 
 		<h3>[property:Vector3 max]</h3>
 		<p>
-			[page:Vector3] representing the upper (x, y, z) boundary of the box.<br />
-			Default is ( - Infinity, - Infinity, - Infinity ).
+			[page:Vector3] 包围盒的(x, y, z)上边界。<br />
+			默认值是 ( - Infinity, - Infinity, - Infinity ).
 		</p>
 
 
 
-		<h2>Methods</h2>
+		<h2>方法(Methods</h2>
 
 		<h3>[method:Box3 applyMatrix4]( [param:Matrix4 matrix] )</h3>
 		<p>
-		[page:Matrix4 matrix] - The [page:Matrix4] to apply<br /><br />
-
-		Transforms this Box3 with the supplied matrix.
+		[page:Matrix4 matrix] - 要应用的 [page:Matrix4] <br /><br />
+		
+		使用传入的矩阵变换Box3(包围盒8个顶点都会乘以这个变换矩阵)。
 		</p>
 
 		<h3>[method:Vector3 clampPoint]( [param:Vector3 point], [param:Vector3 target] )</h3>
 		<p>
-		[page:Vector3 point] - [page:Vector3] to clamp. <br>
-		[page:Vector3 target] — the result will be copied into this Vector3.<br /><br />
+		[page:Vector3 point] - 需要做clamp 的坐标 [page:Vector3]。 <br>
+		[page:Vector3 target] — 结果将会被拷贝到这个对象中<br /><br />
 
-		[link:https://en.wikipedia.org/wiki/Clamping_(graphics) Clamps] the [page:Vector3 point] within the bounds of this box.<br />
+		是这个点[page:Vector3 point] [link:https://en.wikipedia.org/wiki/Clamping_(graphics) Clamps](处于范围内) 处于包围盒边界范围内。<br />
 		</p>
 
 		<h3>[method:Box3 clone]()</h3>
-		<p>Returns a new [page:Box3] with the same [page:.min min] and [page:.max max] as this one.</p>
+		<p>返回一个与该包围盒子有相同下边界[page:.min min] 和上边界 [page:.max max]的新包围盒。</p>
 
 		<h3>[method:Boolean containsBox]( [param:Box3 box] )</h3>
 		<p>
-		[page:Box3 box] - [page:Box3 Box3] to test for inclusion.<br /><br />
-
-		Returns true if this box includes the entirety of [page:Box3 box]. If this and [page:Box3 box] are identical, <br>
-		this function also returns true.
+		[page:Box3 box] - 需要检测是否在当前包围盒内的 [page:Box3 Box3]。<br /><br />
+		传入的 [page:Box3 box] 整体都被包含在该对象中则返回true。如果他们两个包围盒是一样的也返回true。
 		</p>
 
 		<h3>[method:Boolean containsPoint]( [param:Vector3 point] )</h3>
 		<p>
-		[page:Vector3 point] - [page:Vector3] to check for inclusion.<br /><br />
+		[page:Vector3 point] - 需要检测是否在当前包围盒内的 [page:Vector3]。<br /><br />
 
-		Returns true if the specified [page:Vector3 point] lies within or on the boundaries of this box.
+		当传入的值 [page:Vector3 point] 在包围盒内部或者边界都会返回true。
 		</p>
 
 		<h3>[method:Box3 copy]( [param:Box3 box] )</h3>
 		<p>
-		[page:Box3 box]  - [page:Box3] to copy.<br /><br />
+		[page:Box3 box]  - 需要复制的包围盒 [page:Box3] 。<br /><br />
 
-		Copies the [page:.min min] and [page:.max max] from [page:Box3 box] to this box.
+		将传入的值 [page:Box3 box] 中的 [page:.min min] 和 [page:.max max] 拷贝到当前对象。
 		</p>
 
 		<h3>[method:Float distanceToPoint]( [param:Vector3 point] )</h3>
 		<p>
-		[page:Vector3 point] - [page:Vector3] to measure distance to.<br /><br />
+		[page:Vector3 point] - 用来测试距离的点 [page:Vector3]。<br /><br />
 
-		Returns the distance from any edge of this box to the specified point.
-		If the [page:Vector3 point] lies inside of this box, the distance will be 0.
+		返回这个box的任何边缘到指定点的距离。如果这个点位于这个盒子里,距离将是0。
 		</p>
 
 
 		<h3>[method:Boolean equals]( [param:Box3 box] )</h3>
 		<p>
-		[page:Box3 box] - Box to compare with this one.<br /><br />
+		[page:Box3 box] - 将box与当前对象做比较。<br /><br />
 
-		Returns true if this box and [page:Box3 box] share the same lower and upper bounds.
+		返回true如果传入的值与当前的对象 [page:Box3 box] 有相同的上下边界。
 		</p>
 
 		<h3>[method:Box3 expandByObject]( [param:Object3D object] )</h3>
 		<p>
-		[page:Object3D object] - [page:Object3D] to expand the box by.<br /><br />
+		[page:Object3D object] - 包裹在包围盒中的3d对象 [page:Object3D]。<br /><br />
 
-		Expands the boundaries of this box to include [page:Object3D object] and its children,
-		accounting for the object's, and children's, world transforms.
+		扩展此包围盒的边界,使得对象及其子对象在包围盒内,包括对象和子对象的世界坐标的变换。
 
 		</p>
 
 		<h3>[method:Box3 expandByPoint]( [param:Vector3 point] )</h3>
 		<p>
-		[page:Vector3 point] - [page:Vector3] that should be included in the box.<br /><br />
+		[page:Vector3 point] - 需要在包围盒中的点 [page:Vector3]。<br /><br />
 
-		Expands the boundaries of this box to include [page:Vector3 point].
+		扩展这个包围盒的边界使得该点([page:Vector3 point])在包围盒内。
 		</p>
 
 		<h3>[method:Box3 expandByScalar]( [param:float scalar] )</h3>
 		<p>
-		[page:float scalar] - Distance to expand the box by.<br /><br />
+		[page:float scalar] - 扩展包围盒的比例。<br /><br />
 
-		Expands each dimension of the box by [page:float scalar]. If negative, the dimensions of the box
-		will be contracted.
+		按 [page:float scalar] 的值展开盒子的每个维度。如果是负数,盒子的尺寸会缩小。
 		</p>
 
 		<h3>[method:Box3 expandByVector]( [param:Vector3 vector] )</h3>
 		<p>
-		[page:Vector3 vector] - [page:Vector3] to expand the box by.<br /><br />
+		[page:Vector3 vector] - 扩展包围盒的数值 [page:Vector3] 。<br /><br />
+
+		按 [page:Vector3 vector] 每个纬度的值展开这个箱子。
+		这个盒子的宽度将由 [page:Vector3 vector] 的x分量在两个方向上展开。
+		这个盒子的高度将由 [page:Vector3 vector] 两个方向上的y分量展开。
+		这个盒子的深度将由 [page:Vector3 vector] z分量在两个方向上展开。
 
-		Expands this box equilaterally by [page:Vector3 vector]. The width of this box will be
-		expanded by the x component of [page:Vector3 vector] in both directions. The height of
-		this box will be expanded by the y component of [page:Vector3 vector] in both directions.
-		The depth of this box will be expanded by the z component of *vector* in both directions.
 		</p>
 
 		<h3>[method:Sphere getBoundingSphere]( [param:Sphere target] )</h3>
 		<p>
-		[page:Sphere target] — the result will be copied into this Sphere.<br /><br />
+		[page:Sphere target] — 如果指定了target ,结果将会被拷贝到target。<br /><br />
 
-		Gets a [page:Sphere] that bounds the box.
+		获取一个包围球 [page:Sphere]。
 		</p>
 
 		<h3>[method:Vector3 getCenter]( [param:Vector3 target] )</h3>
 		<p>
-		[page:Vector3 target] — the result will be copied into this Vector3.<br /><br />
+		[page:Vector3 target] — 如果指定了target ,结果将会被拷贝到target。<br /><br />
 
-		Returns the center point of the box as a [page:Vector3].
+		返回包围盒的中心点 [page:Vector3]。
 		</p>
 
 		<h3>[method:Vector3 getParameter]( [param:Vector3 point], [param:Vector3 target] ) </h3>
 		<p>
 		[page:Vector3 point] - [page:Vector3].<br/>
-		[page:Vector3 target] — the result will be copied into this Vector3.<br /><br />
+		[page:Vector3 target] — 如果指定了target ,结果将会被拷贝到target。<br /><br />
 
-		Returns a point as a proportion of this box's width and height.
+		返回一个点为这个盒子的宽度和高度的比例。
 		</p>
 
 		<h3>[method:Vector3 getSize]( [param:Vector3 target] )</h3>
 		<p>
-		[page:Vector3 target] — the result will be copied into this Vector3.<br /><br />
+		[page:Vector3 target] — 如果指定了target ,结果将会被拷贝到target。<br /><br />
 
-		Returns the width, height and depth of this box.
+		返回包围盒的宽度,高度,和深度。
 		</p>
 
 		<h3>[method:Box3 intersect]( [param:Box3 box] )</h3>
 		<p>
-		[page:Box3 box] - Box to intersect with.<br /><br />
+		[page:Box3 box] - 与包围盒的交集<br /><br />
 
-		Returns the intersection of this and [page:Box3 box], setting the upper bound of this box to the lesser
-		of the two boxes' upper bounds and the lower bound of this box to the greater of the two boxes'
-		lower bounds.
+		返回此包围盒和 [page:Box3 box] 的交集,将此框的上界设置为两个框的max的较小部分,
+		将此包围盒的下界设置为两个包围盒的min的较大部分。
 		</p>
 
 		<h3>[method:Boolean intersectsBox]( [param:Box3 box] )</h3>
 		<p>
-		[page:Box3 box] - Box to check for intersection against.<br /><br />
+		[page:Box3 box] - 用来检测是否相交的包围盒<br /><br />
 
-		Determines whether or not this box intersects [page:Box3 box].
+		确定当前包围盒是否与传入包围盒[page:Box3 box] 相交。
 		</p>
 
 		<h3>[method:Boolean intersectsPlane]( [param:Plane plane] )</h3>
 		<p>
-		[page:Plane plane] - [page:Plane] to check for intersection against.<br /><br />
+		[page:Plane plane] - 用来检测是否相交的 [page:Plane]。<br /><br />
 
-		Determines whether or not this box intersects [page:Plane plane].
+		确定当前包围盒是否与平面 [page:Plane plane] 相交。
 		</p>
 
 		<h3>[method:Boolean intersectsSphere]( [param:Sphere sphere] )</h3>
 		<p>
-		[page:Sphere sphere] - [page:Sphere] to check for intersection against.<br /><br />
+		[page:Sphere sphere] - 用来检测是否相交的球体 [page:Sphere]。<br /><br />
 
-		Determines whether or not this box intersects [page:Sphere sphere].
+		确定当前包围盒是否与球体 [page:Sphere sphere] 相交。
 		</p>
 
 		<h3>[method:Boolean intersectsTriangle]( [param:Triangle triangle] )</h3>
 		<p>
-		[page:Triangle triangle] - [page:Triangle] to check for intersection against.<br /><br />
+		[page:Triangle triangle] - 用来检测是否相交的三角形 [page:Triangle]。<br /><br />
 
-		Determines whether or not this box intersects [page:Triangle triangle].
+		确定当前包围盒是否与三角形 [page:Triangle triangle] 相交。
 		</p>
 
 		<h3>[method:Boolean isEmpty]()</h3>
 		<p>
-		Returns true if this box includes zero points within its bounds.<br>
-		Note that a box with equal lower and upper bounds still includes one point,
-		the one both bounds share.
+		如果这个盒子包含0个顶点,则返回true。<br>
+		注意,下界和上界相等的方框仍然包含一个点,即两个边界共享的那个点。
 		</p>
 
 		<h3>[method:Box3 makeEmpty]()</h3>
-		<p>Makes this box empty.</p>
+		<p>清空包围盒。</p>
 
 		<h3>[method:Box3 set]( [param:Vector3 min], [param:Vector3 max] )</h3>
 		<p>
-		[page:Vector3 min] - [page:Vector3] representing the lower (x, y, z) boundary of the box.<br />
-		[page:Vector3 max] - [page:Vector3] representing the lower upper (x, y, z) boundary of the box.<br /><br />
+		[page:Vector3 min] - [page:Vector3] 表示下边界每个纬度(x,y,z)的值。<br />
+		[page:Vector3 max] - [page:Vector3] 表示上边界每个纬度(x,y,z)的值。<br /><br />
 
-		Sets the lower and upper (x, y, z) boundaries of this box.
+		设置包围盒上下边界每个纬度(x,y,z)的值。 
 		</p>
 
 		<h3>[method:Box3 setFromArray]( [param:Array array] ) [param:Box3 this]</h3>
 		<p>
-		array -- An array of position data that the resulting box will envelop.<br /><br />
+		array -- 数组当中的所有的点都将被包围盒包裹。<br /><br />
 
-		Sets the upper and lower bounds of this box to include all of the data in *array*.
+		设置包围盒的上下边界使得数组 *array* 中的所有点的点都被包含在内。
 		</p>
 
 		<h3>[method:Box3 setFromBufferAttribute]( [param:BufferAttribute attribute] ) [param:Box3 this]</h3>
 		<p>
-		[page:BufferAttribute attribute] - A buffer attribute of position data that the resulting box will envelop.<br /><br />
+		[page:BufferAttribute attribute] - 位置的缓冲数据,包含在返回的包围盒内。<br /><br />
 
-		Sets the upper and lower bounds of this box to include all of the data in [page:BufferAttribute attribute].
+		设置此包围盒的上边界和下边界,以包含 [page:BufferAttribute attribute] 中的所有位置数据。
 		</p>
 
-		<h3>[method:Box3 setFromCenterAndSize]( [param:Vector3 center], [param:Vector3 size] )</h3>
+<!--	<h3>[method:Box3 setFromCenterAndSize]( [param:Vector3 center], [param:Vector3 size] )</h3>
 		<p>
-		[page:Vector3 center] - Desired center position of the box ([page:Vector3]). <br>
-		[page:Vector3 size] - Desired x, y and z dimensions of the box ([page:Vector3]).<br /><br />
+		[page:Vector3 center] - 包围盒的中心位置 ([page:Vector3]). <br>
+		[page:Vector3 size] - 需要设置包围盒x,y,z的分量 ([page:Vector3]).<br /><br />
 
-		Centers this box on [page:Vector3 center] and sets this box's width and height to the values specified
-		in [page:Vector3 size].
-		</p>
+		将包围盒的中心点设为 [page:Vector3 center] ,然后将包围盒的宽高设为指定的 [page:Vector3 size]。
+		</p>-->	
 
 		<h3>[method:Box3 setFromCenterAndSize]( [param:Vector3 center], [param:Vector3 size] ) [param:Box3 this]</h3>
 		<p>
-		[page:Vector3 center], - Desired center position of the box. <br>
-		[page:Vector3 size] - Desired x, y and z dimensions of the box.<br /><br />
+		[page:Vector3 center], - 包围盒所要设置的中心位置。 <br>
+		[page:Vector3 size] - 包围盒所要设置的x、y和z尺寸(宽/高/长)。<br /><br />
 
-		Centers this box on [page:Vector3 center] and sets this box's width, height and depth to the values specified <br>
-		in [page:Vector3 size]
+		将当前包围盒的中心点设置为 [page:Vector3 center] ,并将此包围盒的宽度,高度和深度设置为大小指定 [page:Vector3 size] 的值。
 		</p>
 
 		<h3>[method:Box3 setFromObject]( [param:Object3D object] )</h3>
 		<p>
-		[page:Object3D object] - [page:Object3D] to compute the bounding box of.<br /><br />
+		[page:Object3D object] - 用来计算包围盒的3D对象 [page:Object3D]。<br /><br />
 
-		Computes the world-axis-aligned bounding box of an [page:Object3D] (including its children),
-		accounting for the object's, and children's, world transforms.
+		计算和世界轴对齐的一个对象 [page:Object3D] (含其子对象)的包围盒,计算对象和子对象的世界坐标变换。
 
 		</p>
 
 		<h3>[method:Box3 setFromPoints]( [param:Array points] )</h3>
 		<p>
-		[page:Array points] - Array of [page:Vector3 Vector3s] that the resulting box will contain.<br /><br />
+		[page:Array points] - 计算出的包围盒将包含数组中所有的点 [page:Vector3 Vector3s]<br /><br />
 
-		Sets the upper and lower bounds of this box to include all of the points in [page:Array points].
+		设置此包围盒的上边界和下边界,以包含数组 [page:Array points] 中的所有点。
 		</p>
 
 		<h3>[method:Box3 translate]( [param:Vector3 offset] )</h3>
 		<p>
-		[page:Vector3 offset] - Direction and distance of offset.<br /><br />
+		[page:Vector3 offset] - 偏移方向和距离。<br /><br />
 
-		Adds [page:Vector3 offset] to both the upper and lower bounds of this box, effectively moving this box
-		[page:Vector3 offset] units in 3D space.
+		给包围盒的上下边界添加偏移量 [page:Vector3 offset],这样可以有效的在3D空间中移动包围盒。
+		偏移量为 [page:Vector3 offset] 大小。
 		</p>
 
 		<h3>[method:Box3 union]( [param:Box3 box] )</h3>
 		<p>
-		[page:Box3 box] - Box that will be unioned with this box.<br /><br />
+		[page:Box3 box] - 要结合在一起的包围盒。<br /><br />
 
-		Unions this box with [page:Box3 box], setting the upper bound of this box to the greater of the
-		two boxes' upper bounds and the lower bound of this box to the lesser of the two boxes'
-		lower bounds.
+		在 [page:Box3 box] 参数的上边界和已有box对象的上边界之间取较大者,而对两者的下边界取较小者,这样获得一个新的较大的联合盒子。
 		</p>
 
-		<h2>Source</h2>
+		<h2>源码(Source</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>

+ 96 - 103
docs/api/zh/math/Color.html

@@ -8,15 +8,15 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		<h1>[name]</h1>
+		<h1>颜色([name]</h1>
 
 		<p class="desc">
-		Class representing a color.
+		表示一个颜色。
 		</p>
 
 
-		<h2>Examples</h2>
-		A Color can be initialised in any of the following ways:
+		<h2>示例(Examples)</h2>
+		颜色可以用以下任意一种方式初始化。
 		<code>
 //empty constructor - will default white
 var color = new THREE.Color();
@@ -41,25 +41,25 @@ var color = new THREE.Color( 1, 0, 0 );
 
 
 
-		<h2>Constructor</h2>
+		<h2>构造器(Constructor</h2>
 
 
 		<h3>[name]( [param:Color_Hex_or_String r], [param:Float g], [param:Float b] )</h3>
 		<p>
-		[page:Color_Hex_or_String r] - (optional) If arguments [page:Float g] and [page:Float b] are defined, the red component of the color.
-		If they are not defined, it can be a [link:https://en.wikipedia.org/wiki/Web_colors#Hex_triplet hexadecimal triplet] (recommended), a CSS-style string, or another Color instance.<br />
-		[page:Float g] - (optional) If it is defined, the green component of the color.<br />
-		[page:Float b] - (optional) If it is defined, the blue component of the color.<br /><br />
+		[page:Color_Hex_or_String r] - (可选参数)  如果参数g和b被定义,则r表示颜色中的红色分量。
+		如果未被定义,r可以是一个十六进制 [link:https://en.wikipedia.org/wiki/Web_colors#Hex_triplet hexadecimal triplet] 颜色值或CSS样式的字符串或一个Color实例。<br />
+		[page:Float g] - (可选参数) 如果被定义,表示颜色中的绿色分量。<br />
+		[page:Float b] - (可选参数) 如果被定义,表示颜色中的蓝色分量。<br /><br />
 
-		Note that standard method of specifying color in three.js is with a [link:https://en.wikipedia.org/wiki/Web_colors#Hex_triplet hexadecimal triplet], and that method is used
-		throughout the rest of the documentation.<br /><br />
+		注意使用十六进制 [link:https://en.wikipedia.org/wiki/Web_colors#Hex_triplet hexadecimal triplet] 定义一个颜色在three.js中是标准的方法,而且其余
+		文档也将会使用这个方法。<br /><br />
 
-		When all arguments are defined then [page:Color_Hex_or_String r] is the red component, [page:Float g] is the green component and [page:Float b] is the blue component of the color.<br />
-		When only [page:Color_Hex_or_String r] is defined:<br />
+		当所有参数被定义时,r是红色分量,g是绿色分量,b是蓝色分量。<br />
+		当只有 [page:Color_Hex_or_String r] 被定义时:<br />
 		<ul>
-			<li>It can be a [link:https://en.wikipedia.org/wiki/Web_colors#Hex_triplet hexadecimal triplet] representing the color (recommended).</li>
-			<li>It can be an another Color instance.</li>
-			<li>It can be a CSS-style string. For example:
+			<li>它可用一个十六进制 [link:https://en.wikipedia.org/wiki/Web_colors#Hex_triplet hexadecimal triplet] 值表示颜色(推荐)。</li>
+			<li>它可以是一个另一个颜色实例。</li>
+			<li>它可以是另外一个CSS样式。例如:
 				<ul>
 					<li>'rgb(250, 0,0)'</li>
 					<li>'rgb(100%,0%,0%)'</li>
@@ -73,28 +73,28 @@ var color = new THREE.Color( 1, 0, 0 );
 		</ul>
 		</p>
 
-		<h2>Properties</h2>
+		<h2>属性(Properties</h2>
 
 		<h3>[property:Boolean isColor]</h3>
 		<p>
-			Used to check whether this or derived classes are Colors. Default is *true*.<br /><br />
+			用来检测此类或者派生类是否为颜色。默认值是 *true*。<br /><br />
 
-			You should not change this, as it used internally for optimisation.
+			不应该去改变这个值,因为它在内部用于优化。
 		</p>
 
 		<h3>[property:Float r]</h3>
 		<p>
-		Red channel value between 0 and 1. Default is 1.
+			红色通道的值在0到1之间。默认值为1。
 		</p>
 
 		<h3>[property:Float g]</h3>
 		<p>
-		Green channel value between 0 and 1. Default is 1.
+			绿色通道的值在0到1之间。默认值为1。
 		</p>
 
 		<h3>[property:Float b]</h3>
 		<p>
-		Blue channel value between 0 and 1. Default is 1.
+			蓝色通道的值在0到1之间。默认值为1。
 		</p>
 
 
@@ -102,102 +102,99 @@ var color = new THREE.Color( 1, 0, 0 );
 
 
 
-		<h2>Methods</h2>
+		<h2>方法(Methods</h2>
 
 		<h3>[method:Color add]( [param:Color color] ) </h3>
-		<p>Adds the RGB values of [page:Color color] to the RGB values of this color.</p>
+		<p>将给定颜色的RGB值添加到此颜色的RGB值。</p>
 
 		<h3>[method:Color addColors]( [param:Color color1], [param:Color color2] ) </h3>
-		<p>Sets this color's RGB values to the sum of the RGB values of [page:Color color1] and [page:Color color2].</p>
+		<p>将此颜色的RGB值设置为 [page:Color color1] 和 [page:Color color2] 的RGB值之和。</p>
 
 		<h3>[method:Color addScalar]( [param:Number s] ) </h3>
-		<p>Adds [page:Number s] to the RGB values of this color.</p>
+		<p>给现有的RGB值都加上 [page:Number s] 。</p>
 
 		<h3>[method:Color clone]() </h3>
-		<p>Returns a new Color with the same [page:.r r], [page:.g g] and [page:.b b] values as this one.</p>
+		<p>返回一个与当前颜色的 [page:.r r], [page:.g g] 和 [page:.b b] 相同的颜色。</p>
 
 		<h3>[method:Color copy]( [param:Color color] ) </h3>
 		<p>
-			Copies the [page:.r r], [page:.g g] and [page:.b b] parameters from [page:Color color] in to this color.
+			从 [page:Color color] 中拷贝 [page:.r r], [page:.g g] 和 [page:.b b] 值到当前的颜色。
 		</p>
 
 		<h3>[method:Color convertGammaToLinear]( [param:Float gammaFactor] ) </h3>
 		<p>
-		[page:Float gammaFactor] - (optional). Default is *2.0*.<br /><br />
-		Converts this color from gamma space to linear space by taking [page:.r r], [page:.g g] and [page:.b b] to the power of [page:Float gammaFactor].
+		[page:Float gammaFactor] - (可选参数). 默认值 *2.0*.<br /><br />
+		通过取颜色 [page:.r r], [page:.g g] and [page:.b b] 的 [page:Float gammaFactor] 次方将颜色从伽马空间转换成线性空间。
 		</p>
 		
 		<h3>[method:Color convertLinearToGamma]( [param:Float gammaFactor] ) </h3>
 		<p>
-		[page:Float gammaFactor] - (optional). Default is *2.0*.<br /><br />
-		Converts this color from linear space to gamma space by taking [page:.r r], [page:.g g] and [page:.b b] to the power of 1 / [page:Float gammaFactor].
+		[page:Float gammaFactor] - (可选参数). 默认值 *2.0*.<br /><br />
+		通过取颜色 [page:.r r], [page:.g g] and [page:.b b] 的 1/[page:Float gammaFactor] 次方将颜色从线性空间转换成伽马空间。
 		</p>
 
 		<h3>[method:Color convertLinearToSRGB]() </h3>
 		<p>
-		Converts this color from linear space to sRGB space.
+			将此颜色从线性空间转换成sRGB空间。
 		</p>
 
 		<h3>[method:Color convertSRGBToLinear]() </h3>
 		<p>
-		Converts this color from sRGB space to linear space.
+			将此颜色从sRGB空间转换成线性空间。
 		</p>
 
 		<h3>[method:Color copyGammaToLinear]( [param:Color color], [param:Float gammaFactor] ) </h3>
 		<p>
-		[page:Color color] — Color to copy.<br />
-		[page:Float gammaFactor] - (optional). Default is *2.0*.<br /><br />
+		[page:Color color] — 需要拷贝的颜色。<br />
+		[page:Float gammaFactor] - (可选参数). 默认值为 *2.0*.<br /><br />
 
-		Copies the given color into this color, and then converts this color from gamma space to linear space
-		by taking [page:.r r], [page:.g g] and [page:.b b] to the power of [page:Float gammaFactor].
+		将传入的 [param:Color color] 从伽马空间转换到线性空间然后复制给当前颜色。
 		</p>
 
 		<h3>[method:Color copyLinearToGamma]( [param:Color color], [param:Float gammaFactor] ) </h3>
 		<p>
-		[page:Color color] — Color to copy.<br />
-		[page:Float gammaFactor] - (optional). Default is *2.0*.<br /><br />
+		[page:Color color] — 需要拷贝的颜色。<br />
+		[page:Float gammaFactor] - (可选参数). 默认值为 *2.0*.<br /><br />
 
-		Copies the given color into this color, and then converts this color from linear space to gamma space
-		by taking [page:.r r], [page:.g g] and [page:.b b] to the power of 1 / [page:Float gammaFactor].
+		将传入的 [param:Color color] 从线性空间转换到伽马空间然后复制给当前颜色。
 		</p>
 
 		<h3>[method:Color copyLinearToSRGB]( [param:Color color]] ) </h3>
 		<p>
-		[page:Color color] — Color to copy.<br />
+		[page:Color color] — 需要拷贝的颜色。<br />
 
-		Copies the given color into this color, and then converts this color from linear space to sRGB space.
+		将传入的 [param:Color color] 拷贝给当前颜色,然后将当前颜色从线性空间转换到sRGB空间。
 		</p>
 
 		<h3>[method:Color copySRGBToLinear]( [param:Color color] ) </h3>
 		<p>
-		[page:Color color] — Color to copy.<br />
+		[page:Color color] — 需要拷贝的颜色。<br />
 
-		Copies the given color into this color, and then converts this color from sRGB space to linear space.
+		将传入的 [param:Color color] 拷贝给当前颜色,然后将当前颜色从sRGB空间转换到线性空间。
 		</p>
 
 		<h3>[method:Boolean equals]( [param:Color color] ) </h3>
-		<p>Compares the RGB values of [page:Color color] with those of this object. Returns true if they are the same, false otherwise.</p>
+		<p>将 [param:Color color] 的RGB值与该对象的RGB值进行比较。如果它们都是相同的,返回true,否则返回false。</p>
 
 		<h3>[method:Color fromArray]( [param:Array array], [param:Integer offset] ) </h3>
 		<p>
-		[page:Array array] - [page:Array] of floats in the form [ [page:Float r], [page:Float g], [page:Float b] ].<br />
-		[page:Integer offset] - An optional offset into the array.<br /><br />
+		[page:Array array] - 格式为 [ [page:Float r], [page:Float g], [page:Float b] ] 的数组 [page:Array]。<br />
+		[page:Integer offset] - 数组中可选偏移量<br /><br />
 
-		Sets this color's components based on an array formatted like [ [page:Float r], [page:Float g], [page:Float b] ].
+		从格式为[ [page:Float r], [page:Float g], [page:Float b] ]的数组数据中来创建Color对象。
 		</p>
 
 		<h3>[method:Integer getHex]()</h3>
-		<p>Returns the hexadecimal value of this color.</p>
+		<p>返回此颜色的十六进制值。</p>
 
 		<h3>[method:String getHexString]()</h3>
-		<p>Returns the hexadecimal value of this color as a string (for example, 'FFFFFF').</p>
+		<p>将此颜色的十六进制值作为字符串返回 (例如, 'FFFFFF')。</p>
 
 		<h3>[method:Object getHSL]( [param:Object target] )</h3>
 		<p>
-			[page:Object target] — the result will be copied into this Object. Adds h, s and l keys to the object (if not already present).<br /><br />
+			[page:Object target] — 结果将复制到这个对象中。向对象添加h、s和l键(如果不存在)。<br /><br />
 
-			Convert this Color's [page:.r r], [page:.g g] and [page:.b b] values to [link:https://en.wikipedia.org/wiki/HSL_and_HSV HSL]
-			format and returns an object of the form:
+			将此颜色的 [page:.r r], [page:.g g] 和 [page:.b b] 值转换为 [link:https://en.wikipedia.org/wiki/HSL_and_HSV HSL]格式,然后返回一个格式如下的对象:
 
 			<code>
 				{ h: 0, s: 0, l: 0 }
@@ -206,117 +203,113 @@ var color = new THREE.Color( 1, 0, 0 );
 		</p>
 
 		<h3>[method:String getStyle]()</h3>
-		<p>Returns the value of this color as a CSS style string. Example: 'rgb(255,0,0)'.</p>
+		<p>以CSS样式字符串的形式返回该颜色的值。例如:“rgb(255,0,0)”。</p>
 
 		<h3>[method:Color lerp]( [param:Color color], [param:Float alpha] ) </h3>
 		<p>
-		[page:Color color] - color to converge on.<br />
-		[page:Float alpha] - interpolation factor in the closed interval [0, 1].<br /><br />
+		[page:Color color] - 用于收敛的颜色。<br />
+		[page:Float alpha] - 介于0到1的数字。<br /><br />
 
-		Linearly interpolates this color's RGB values toward the RGB values of the passed argument.
-		The alpha argument can be thought of as the ratio between the two colors, where 0.0 is
-		this color and 1.0 is the first argument.
+		将该颜色的RGB值线性插值到传入参数的RGB值。alpha参数可以被认为是两种颜色之间的比例值,其中0是当前颜色和1.0是第一个参数的颜色。
 		</p>
 
 		<h3>[method:Color lerpHSL]( [param:Color color], [param:Float alpha] ) </h3>
 		<p>
-		[page:Color color] - color to converge on.<br />
-		[page:Float alpha] - interpolation factor in the closed interval [0, 1].<br /><br />
-
-		Linearly interpolates this color's HSL values toward the HSL values of the passed argument.
-		It differs from the classic [page:.lerp] by not interpolating straight from one color to the other,
-		but instead going through all the hues in between those two colors.
-		The alpha argument can be thought of as the ratio between the two colors, where 0.0 is
-		this color and 1.0 is the first argument.
+		[page:Color color] - 用于收敛的颜色。<br />
+		[page:Float alpha] - 介于0到1的数字。<br /><br />
+
+		将该颜色的HSL值线性插值到传递参数的HSL值。它不同于上诉的[page:lerp]。通过不直接从一种颜色插入到另一种颜色,
+		而是通过插值这两种颜色之间的所有色相(H)、亮度(L)、饱和度(S)。alpha参数可以被认为是两种颜色之间的比例值,
+		其中0是当前颜色和1.0是第一个参数的颜色。
 		</p>
 
 		<h3>[method:Color multiply]( [param:Color color] ) </h3>
-		<p>Multiplies this color's RGB values by the given [page:Color color]'s RGB values.</p>
+		<p>将此颜色的RGB值乘以给定的[page: color color]的RGB值。</p>
 
 		<h3>[method:Color multiplyScalar]( [param:Number s] ) </h3>
-		<p>Multiplies this color's RGB values by [page:Number s].</p>
+		<p>将此颜色的RGB值乘以给定的[page:Number s]的值。</p>
 
 		<h3>[method:Color offsetHSL]( [param:Float h], [param:Float s], [param:Float l] ) </h3>
 		<p>
-			Adds the given [page:Float h], [page:Float s], and [page:Float l] to this color's values.
-			Internally, this converts the color's [page:.r r], [page:.g g] and [page:.b b] values to HSL, adds
-			[page:Float h], [page:Float s], and [page:Float l], and then converts the color back to RGB.
+			将给定的 [page:Float h], [page:Float s], 和 [page:Float l]值加到当前颜色值。
+			内部的机制为:先将该颜色的 [page:.r r], [page:.g g] 和 [page:.b b] 值转换为HSL,然后与传入的[page:Float h], [page:Float s], 和 [page:Float l]
+			相加,最后再将结果转成RGB值。
 		</p>
 
 		<h3>[method:Color set]( [param:Color_Hex_or_String value] ) </h3>
 		<p>
-		[page:Color_Hex_or_String value] - Value to set this color to.<br /><br />
+		[page:Color_Hex_or_String value] - 用于设置该颜色的值。<br /><br />
 
-		See the Constructor above for full details of what [page:Color_Hex_or_String value] can be.
-		Delegates to [page:.copy], [page:.setStyle], or [page:.setHex] depending on input type.
+		有关 [page:Color_Hex_or_String value] 的详细信息,请参阅上面的构造函数。
+		根据输入类型,将会委托给 [page:.copy], [page:.setStyle], 或者 [page:.setHex] 函数处理。
 		</p>
 
 		<h3>[method:Color setHex]( [param:Integer hex] ) </h3>
 		<p>
-		[page:Integer hex] — [link:https://en.wikipedia.org/wiki/Web_colors#Hex_triplet hexadecimal triplet] format.<br /><br />
+		[page:Integer hex] — [link:https://en.wikipedia.org/wiki/Web_colors#Hex_triplet hexadecimal triplet] 格式。<br /><br />
+
+		采用十六进制值设置此颜色。
 
-		Sets this color from a hexadecimal value.
 		</p>
 
 		<h3>[method:Color setHSL]( [param:Float h], [param:Float s], [param:Float l] ) </h3>
 		<p>
-		[page:Float h] — hue value between 0.0 and 1.0 <br />
-		[page:Float s] — saturation value between 0.0 and 1.0 <br />
-		[page:Float l] — lightness value between 0.0 and 1.0<br /><br />
+		[page:Float h] — 色相值处于0到1之间。hue value between 0.0 and 1.0 <br />
+		[page:Float s] — 饱和度值处于0到1之间。<br />
+		[page:Float l] — 亮度值处于0到1之间。<br /><br />
 
-		Sets color from HSL values.
+		采用HLS值设置此颜色。
 		</p>
 
 		<h3>[method:Color setRGB]( [param:Float r], [param:Float g], [param:Float b] ) </h3>
 		<p>
-		[page:Float r] — Red channel value between 0.0 and 1.0.<br />
-		[page:Float g] — Green channel value between 0.0 and 1.0.<br />
-		[page:Float b] — Blue channel value between 0.0 and 1.0.<br /><br />
+		[page:Float r] — 红色通道的值在0到1之间。<br />
+		[page:Float g] — 绿色通道的值在0到1之间。<br />
+		[page:Float b] — 蓝色通道的值在0到1之间。<br /><br />
 
-		Sets this color from RGB values.
+		采用RGB值设置此颜色。
 		</p>
 
 		<h3>[method:Color setScalar]( [param:Float scalar] ) </h3>
 		<p>
-		[page:Float scalar] — a value between 0.0 and 1.0.<br /><br />
+		[page:Float scalar] — 处于0到1之间的值<br /><br />
 
-		Sets all three color components to the value [page:Float scalar].
+		将颜色的RGB值都设为该 [page:Float scalar] 的值。
 		</p>
 
 		<h3>[method:Color setStyle]( [param:String style] ) </h3>
 		<p>
-		[page:String style] — color as a CSS-style string.<br /><br />
+		[page:String style] — 颜色css样式的字符串<br /><br />
 
-		Sets this color from a CSS-style string. For example,
+		采用ccs样式的字符串设置此颜色。例如,
 		"rgb(250, 0,0)",
 		"rgb(100%, 0%, 0%)",
 		"hsl(0, 100%, 50%)",
 		"#ff0000",
-		"#f00", or
-		"red" ( or any [link:https://en.wikipedia.org/wiki/X11_color_names#Color_name_chart X11 color name]
-		- all 140 color names are supported ).<br />
+		"#f00", 或者
+		"red" ( 或者任何 [link:https://en.wikipedia.org/wiki/X11_color_names#Color_name_chart X11 color name]
+		- 所有140种颜色名称都支持 ).<br />
 
-		Translucent colors such as "rgba(255, 0, 0, 0.5)" and "hsla(0, 100%, 50%, 0.5)" are also accepted,
-		but the alpha-channel coordinate will be discarded.<br /><br />
+		半透明颜色例如 "rgba(255, 0, 0, 0.5)" and "hsla(0, 100%, 50%, 0.5)" 也能支持,
+		但是alpha通道的值将会被丢弃。<br /><br />
 
-		Note that for X11 color names, multiple words such as Dark Orange become the string 'darkorange' (all lowercase).
+		注意,对于X11颜色名称,多个单词(如暗橙色)变成字符串“darkorange”(全部是小写字母)。
 		</p>
 
 		<h3>[method:Color sub]( [param:Color color] ) </h3>
 		<p>
-		Subtracts the RGB components of the given color from the RGB components of this color.
-		If this results in a negative component, that component is set to zero.
+		从该颜色的RGB分量中减去传入颜色的RGB分量。如果分量结果是负,则该分量为零。
 		</p>
 
 		<h3>[method:Array toArray]( [param:Array array], [param:Integer offset] ) </h3>
 		<p>
-		[page:Array array] - An optional array to store the color to. <br />
-		[page:Integer offset] - An optional offset into the array.<br /><br />
+		[page:Array array] -  存储颜色的可选数组 <br />
+		[page:Integer offset] - 数组的可选偏移量<br /><br />
 
-		Returns an array of the form [ r, g, b ].
+		返回一个格式为[ r, g, b ] 数组。
 		</p>
 
-		<h2>Source</h2>
+		<h2>源码(Source</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>

+ 17 - 19
docs/api/zh/math/Cylindrical.html

@@ -8,26 +8,25 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		<h1>[name]</h1>
+		<h1>圆柱体[name]</h1>
 
 		<p class="desc">
 			A point's [link:https://en.wikipedia.org/wiki/Cylindrical_coordinate_system cylindrical coordinates].
 		</p>
 
 
-		<h2>Constructor</h2>
+		<h2>构造器(Constructor</h2>
 
 		<h3>[name]( [param:Float radius], [param:Float theta], [param:Float y] )</h3>
 		<p>
-		[page:Float radius] - distance from the origin to a point in the x-z plane.
-		Default is *1.0*.<br />
-		[page:Float theta] - counterclockwise angle in the x-z plane measured in radians
-		from the positive z-axis. Default is *0*.<br />
-		[page:Float y] - height above the x-z plane. Default is *0*.
+		[page:Float radius] - 从原点到x-z平面上一点的距离
+		默认值为 *1.0*.<br />
+		[page:Float theta] - 在x-z平面内的逆时针角度,以z轴正方向的计算弧度。默认值为0。<br />
+		[page:Float y] - x-z平面以上的高度 默认值为 *0*.
 		</p>
 
 
-		<h2>Properties</h2>
+		<h2>属性(Properties</h2>
 
 		<h3>[property:Float radius]</h3>
 
@@ -40,33 +39,32 @@
 
 		<h3>[method:Cylindrical clone]()</h3>
 		<p>
-		Returns a new cylindrical with the same [page:.radius radius], [page:.theta theta]
-		and [page:.y y] properties as this one.
+			返回一个与当前拥有相同 [page:.radius radius], [page:.theta theta] 和 [page:.y y] 属性的圆柱体。
 		</p>
 
 		<h3>[method:Cylindrical copy]( [param:Cylindrical other] )</h3>
 		<p>
-			Copies the values of the passed Cylindrical's [page:.radius radius], [page:.theta theta]
-			and [page:.y y] properties to this cylindrical.
+			将传入的圆柱体对象的 [page:.radius radius], [page:.theta theta] 和 [page:.y y] 属性赋给当前对象。
 		</p>
 
 		<h3>[method:Cylindrical set]( [param:Float radius], [param:Float theta], [param:Float y] )</h3>
-		<p>Sets values of this cylindrical's [page:.radius radius], [page:.theta theta]
-		and [page:.y y] properties.</p>
+		<p>设置该对象的 [page:.radius radius], [page:.theta theta]
+		和 [page:.y y] 属性。</p>
 
 		<h3>[method:Cylindrical setFromVector3]( [param:Vector3 vec3] )</h3>
 		<p>
-			Sets values of this cylindrical's [page:.radius radius], [page:.theta theta]
-			and [page:.y y] properties from the [page:Vector3 Vector3].
+			从 [page:Vector3 Vector3] 中取x,y,z,并调用setFromCartesianCoords来设置圆柱体的
+			[page:.radius radius]、[page:.theta theta] 和 [page:.y y] 的属性值。
+
 		</p>
 
 		<h3>[method:Cylindrical setFromCartesianCoords]( [param:Float x], [param:Float y], [param:Float z] )</h3>
 		<p>
-			Sets values of this cylindrical's [page:.radius radius], [page:.theta theta]
-			and [page:.y y] properties from Cartesian coordinates.
+			使用笛卡尔坐标来设置该圆柱体的 [page:.radius radius], [page:.theta theta]
+			and [page:.y y] 属性值。
 		</p>
 
-		<h2>Source</h2>
+		<h2>源码(Source</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>

+ 64 - 75
docs/api/zh/math/Euler.html

@@ -11,13 +11,11 @@
 		<h1>[name]</h1>
 
 		<p class="desc">
-			A class representing [link:http://en.wikipedia.org/wiki/Euler_angles Euler Angles].<br /><br />
-
-			Euler angles describe a rotational transformation by rotating an object on its various
-			axes in specified amounts per axis, and a specified axis order.
+			表示 [link:http://en.wikipedia.org/wiki/Euler_angles Euler] 的类。<br /><br />
+			欧拉角描述一个旋转变换,通过指定轴顺序和其各个轴向上的指定旋转角度来旋转一个物体。
 		</p>
 
-		<h2>Example</h2>
+		<h2>示例(Example</h2>
 
 		<code>var a = new THREE.Euler( 0, 1, 1.57, 'XYZ' );
 		var b = new THREE.Vector3( 1, 0, 1 );
@@ -25,167 +23,158 @@
 		</code>
 
 
-		<h2>Constructor</h2>
+		<h2>构造器(Constructor</h2>
 
 
 		<h3>[name]( [param:Float x], [param:Float y], [param:Float z], [param:String order] )</h3>
 		<p>
-		[page:Float x] - (optional) the angle of the x axis in radians. Default is *0*.<br />
-		[page:Float y] - (optional) the angle of the y axis in radians. Default is *0*.<br />
-		[page:Float z] - (optional) the angle of the z axis in radians. Default is *0*.<br />
-		[page:String order] - (optional) a string representing the order that the rotations are applied,
-		defaults to 'XYZ' (must be upper case).<br /><br />
+		[page:Float x] - (optional) 用弧度表示x轴旋转量。 默认值是 *0*。<br />
+		[page:Float y] - (optional) 用弧度表示y轴旋转量。 默认值是 *0*。<br />
+		[page:Float z] - (optional) 用弧度表示z轴旋转量。 默认值是 *0*。<br />
+		[page:String order] - (optional) 表示旋转顺序的字符串,默认为'XYZ'(必须是大写)。<br /><br />
 
 		</p>
 
 
-		<h2>Properties</h2>
+		<h2>属性(Properties</h2>
 
 		<h3>[property:Boolean isEuler]</h3>
 		<p>
-			Used to check whether this or derived classes are Eulers. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
+			用于判定此对象或者此类的派生对象是否是欧拉角。默认值为 *true*。<br /><br />
+			
+			不应该改变该值,因为它在内部用于优化。
 		</p>
 
 		<h3>[property:String order]</h3>
 		<p>
-			The order in which to apply rotations. Default is 'XYZ', which means that the object will first be
-			rotated around its X axis, then its Y axis and finally its Z axis. Other possibilities are:
-			'YZX', 'ZXY', 'XZY', 'YXZ' and 'ZYX'. These must be in upper case.<br /><br />
+			order值应用于旋转顺序。默认值为 'XYZ',这意味着对象将首先是
+			绕X轴旋转,然后是Y轴,最后是Z轴。其他可能性包括:
+			'YZX', 'ZXY', 'XZY', 'YXZ'和'ZYX'。这些必须是大写字母。<br /><br />
+			Three.js 使用<em>intrinsic</em> Tait-Bryan angles(Yaw、Pitch、Roll)。
+			这意味着旋转是在<em>本地</em>坐标系下进行的。也就是说,对于“XYZ”订单,首先是围绕local-X轴旋转(与world- x轴相同),
+			然后是local-Y(现在可能与world y轴不同),然后是local-Z(可能与world z轴不同)。<br /><br />
 
-			Three.js uses <em>intrinsic</em> Tait-Bryan angles. This means that rotations are performed with respect
-			to the <em>local</em> coordinate system. That is, for order 'XYZ', the rotation is first around the local-X
-			axis (which is the same as the world-X axis), then around local-Y (which may now be different from the
-			world Y-axis), then local-Z (which may be different from the world Z-axis).<br /><br />
-
-			If the order is changed, [page:.onChangeCallback onChangeCallback] will be called.
+			如果order值被改变,[page:.onChangeCallback onChangeCallback] 会被调用。
 		</p>
 
 		<h3>[property:Float x]</h3>
 		<p>
-			The current value of the x component.<br /><br />
+			当前x分量的值。<br /><br />
 
-			If this is changed, [page:.onChangeCallback onChangeCallback] will be called.
+			如果这个值发生变化,[page:.onChangeCallback onChangeCallback] 会被调用。
 		</p>
 
 		<h3>[property:Float y]</h3>
 		<p>
-			The current value of the y component.<br /><br />
+			当前y分量的值。<br /><br />
 
-			If this is changed, [page:.onChangeCallback onChangeCallback] will be called.
+			如果这个值发生变化,[page:.onChangeCallback onChangeCallback] 会被调用。
 		</p>
 
 		<h3>[property:Float z]</h3>
 		<p>
-			The current value of the z component.<br /><br />
+			当前z分量的值。<br /><br />
 
-			If this is changed, [page:.onChangeCallback onChangeCallback] will be called.
+			如果这个值发生变化,[page:.onChangeCallback onChangeCallback] 会被调用。
 		</p>
 
-		<h2>Methods</h2>
+		<h2>方法(Methods</h2>
 
 		<h3>[method:Euler copy]( [param:Euler euler] )</h3>
-		<p>Copies value of [page:Euler euler] to this euler.</p>
+		<p>将 [page:Euler euler] 的属性拷贝到当前对象。</p>
 
 		<h3>[method:Euler clone]()</h3>
-		<p>Returns a new Euler with the same parameters as this one.</p>
+		<p>返回一个与当前参数相同的新欧拉角。</p>
 
 		<h3>[method:Boolean equals]( [param:Euler euler] )</h3>
-		<p>Checks for strict equality of this euler and [page:Euler euler].</p>
+		<p>检查 [page:Euler euler] 是否与当前对象相同。</p>
 
 		<h3>[method:Euler fromArray]( [param:Array array] )</h3>
 		<p>
-		[page:Array array] of length 3 or 4. The optional 4th argument corresponds to the [page:.order order].<br /><br />
-
-		Assigns this euler's [page:.x x] angle to array[0]. <br />
-		Assigns this euler's [page:.y y] angle to array[1]. <br />
-		Assigns this euler's [page:.z z] angle to array[2]. <br />
-		Optionally assigns this euler's [page:.order order] to array[3].
+		长度为3或4的一个 [page:Array array] 。array[3] 是一个可选的 [page:.order order] 参数。<br /><br />
+		
+		将欧拉角的x分量设置为 array[0]。 <br />
+		将欧拉角的x分量设置为 array[1]。 <br />
+		将欧拉角的x分量设置为 array[2]。 <br />
+		将array[3]设置给欧拉角的 [page:.order order] 。可选。
 		</p>
 
 		<h3>[method:Euler onChange]( [param:Function onChangeCallback] )</h3>
 		<p>
-			[page:Function onChangeCallback] - set the value of the onChangeCallback() function.
+			[page:Function onChangeCallback] - 为 onChangeCallback() 函数赋值。
 		</p>
 
 		<h3>[method:Euler onChangeCallback](  )</h3>
 		<p>
-			By default this is an empty function, however it can be set via [page:.onChange onChange]().<br />
-			It gets called after changing the [page:.x x], [page:.y y], [page:.z z] or [page:.order order] properties,
-			and also after calling most setter functions (see those for details).
+			默认情况下,这个函数为空,但是它可以通过[page:.onChange onChange]()来设置。<br />
+			在更改 [page:.x x], [page:.y y], [page:.z z] 或 [page:.order order] 属性之后调用它,
+			在调用大多数setter函数之后也会调用它(详细信息请参阅那些函数)。
 		</p>
 
 		<h3>[method:Euler reorder]( [param:String newOrder] )</h3>
 		<p>
-		Resets the euler angle with a new order by creating a quaternion from this euler angle
-		and then setting this euler angle with the quaternion and the new order. <br /><br />
+		通过这个欧拉角创建一个四元数,然后用这个四元数和新顺序设置这个欧拉角。 <br /><br />
 
-		<em>WARNING</em>: this discards revolution information.
+		<em>警告</em>: 这将弃用旋转信息。
 		</p>
 
 		<h3>[method:Euler set]( [param:Float x], [param:Float y], [param:Float z], [param:String order] )</h3>
 		<p>
-			[page:.x x] - the angle of the x axis in radians.<br />
-			[page:.y y] - the angle of the y axis in radians.<br />
-			[page:.z z] - the angle of the z axis in radians.<br />
-			[page:.order order] - (optional) a string representing the order that the rotations are applied.<br /><br />
+			[page:.x x] - 用弧度表示x轴旋转量。<br />
+			[page:.y y] - 用弧度表示y轴旋转量。<br />
+			[page:.z z] - 用弧度表示z轴旋转量。<br />
+			[page:.order order] - (optional) 表示旋转顺序的字符串。<br /><br />
 
-			Sets the angles of this euler transform and optionally the [page:.order order] and then call [page:.onChangeCallback onChangeCallback]().
+			设置该欧拉变换的角度和旋转顺序 [page:.order order] ,然后调用  [page:.onChangeCallback onChangeCallback]()。
 		</p>
 
 		<h3>[method:Euler setFromRotationMatrix]( [param:Matrix4 m], [param:String order], [param:Boolean update] )</h3>
 		<p>
-		[page:Matrix4 m] - a [page:Matrix4] of which the upper 3x3 of matrix is a pure
-		[link:https://en.wikipedia.org/wiki/Rotation_matrix rotation matrix] (i.e. unscaled).<br />
-		[page:.order order] - (optional) a string representing the order that the rotations are applied.<br />
-		[page:Boolean update] - (optional) whether to call [page:.onChangeCallback onChangeCallback]() after applying
-		the matrix.<br /><br />
+		[page:Matrix4 m] - [page:Matrix4] 矩阵上面的3x3部分是一个纯旋转矩阵[link:https://en.wikipedia.org/wiki/Rotation_matrix rotation matrix]
+		(也就是不发生缩放)<br />
+		[page:.order order] - (可选参数) 表示旋转顺序的字符串。<br />
+		[page:Boolean update] - (可选参数) 表示设置完变换矩阵后是否调用 [page:.onChangeCallback onChangeCallback]。<br /><br />
 
-		Sets the angles of this euler transform from a pure rotation matrix based on the orientation
-		specified by order.
+		使用基于 [page:.order order] 顺序的纯旋转矩阵来设置当前欧拉角。
 		</p>
 
 		<h3>[method:Euler setFromQuaternion]( [param:Quaternion q], [param:String order], [param:Boolean update] )</h3>
 		<p>
-		[page:Quaternion q] - a normalized quaternion.<br />
-		[page:.order order] - (optional) a string representing the order that the rotations are applied.<br />
-		[page:Boolean update] - (optional) whether to call [page:.onChangeCallback onChangeCallback]() after applying
-		the matrix.<br /><br />
+		[page:Quaternion q] - 归一化的四元数。<br />
+		[page:.order order] - (可选参数) 表示旋转顺序的字符串。<br />
+		[page:Boolean update] - (可选参数) 表示设置完变换矩阵后是否调用 [page:.onChangeCallback onChangeCallback]。<br /><br />
 
-		Sets the angles of this euler transform from a normalized quaternion based on the orientation
-		specified by [page:.order order].
+		根据 [page:.order order] 指定的方向,使用归一化四元数设置这个欧拉变换的角度。
 		</p>
 
 
 		<h3>[method:Euler setFromVector3]( [param:Vector3 vector], [param:String order] )</h3>
 		<p>
 		[page:Vector3 vector] - [page:Vector3].<br />
-		[page:.order order] - (optional) a string representing the order that the rotations are applied.<br /><br />
+		[page:.order order] - (可选参数) 表示旋转顺序的字符串。<br /><br />
 
-		Set the [page:.x x], [page:.y y] and [page:.z z], and optionally update the [page:.order order]. [page:.onChangeCallback onChangeCallback]()
-		is called after these changes are made.
+		设置 [page:.x x], [page:.y y] and [page:.z z] 并且选择性更新 [page:.order order]。
+		更改完成之后调用 [page:.onChangeCallback onChangeCallback]()。
 		</p>
 
 
 		<h3>[method:Array toArray]( [param:Array array], [param:Integer offset] )</h3>
 		<p>
-		[page:Array array] - (optional) array to store the euler in.<br />
-		[page:Integer offset] (optional) offset in the array.<br />
+		[page:Array array] - (可选参数) 存储欧拉角的数组。<br />
+		[page:Integer offset] (可选参数) 数组的偏移量。<br />
 
-		Returns an array of the form [[page:.x x], [page:.y y], [page:.z z], [page:.order order ]].
+		返回一个数组:[[page:.x x], [page:.y y], [page:.z z], [page:.order order ]]。
 		</p>
 
 		<h3>[method:Vector3 toVector3]( [param:Vector3 optionalResult] )</h3>
 		<p>
-			[page:Vector3 optionalResult] — (optional) If specified, the result will be copied into this Vector,
-			otherwise a new one will be created. <br /><br />
+			[page:Vector3 optionalResult] — (可选参数) 如果指定了该参数结果将会被复制给该参数,否者会创建一个新的 Vector3 <br /><br />
 
-			Returns the Euler's [page:.x x], [page:.y y] and [page:.z z] properties as a [page:Vector3].
+			以 [page:Vector3] 的形式返回欧拉角的 [page:.x x], [page:.y y] 和 [page:.z z]。
 		</p>
 
 
-		<h2>Source</h2>
+		<h2>源码(Source</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>

+ 33 - 36
docs/api/zh/math/Frustum.html

@@ -8,99 +8,96 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		<h1>[name]</h1>
+		<h1>视锥体([name]</h1>
 
 		<p class="desc">
-			[link:http://en.wikipedia.org/wiki/Frustum Frustums] are used to determine what is
-			inside the camera's field of view. They help speed up the rendering process - object which lie
-			outside a camera's frustum can safely be excluded from rendering.<br /><br />
+			[link:http://en.wikipedia.org/wiki/Frustum Frustums] 用于确定相机视野内的东西。
+			它有助于加速渲染过程——位于摄像机视锥体外的物体可以安全地排除在渲染之外。<br /><br />
 
-			This class is mainly intended for use internally by a renderer for calculating
-			a [page:Camera camera] or [page:LightShadow.camera shadowCamera]'s frustum.
+			该类主要用于渲染器内部计算 [page:Camera camera] 或 [page:LightShadow.camera shadowCamera]的视锥体。
 		</p>
 
 
-		<h2>Constructor</h2>
+		<h2>构造器(Constructor)</h2>
 
 
 		<h3>[name]([param:Plane p0], [param:Plane p1], [param:Plane p2], [param:Plane p3], [param:Plane p4], [param:Plane p5])</h3>
 		<p>
-			[page:Plane p0] - (optional) defaults to a new [page:Plane].<br />
-			[page:Plane p1] - (optional) defaults to a new [page:Plane].<br />
-			[page:Plane p2] - (optional) defaults to a new [page:Plane].<br />
-			[page:Plane p3] - (optional) defaults to a new [page:Plane].<br />
-			[page:Plane p4] - (optional) defaults to a new [page:Plane].<br />
-			[page:Plane p5] - (optional) defaults to a new [page:Plane].<br /><br />
-
-			Creates a new [name].
+			[page:Plane p0] - (可选参数)  [page:Plane].<br />
+			[page:Plane p1] - (可选参数)  [page:Plane].<br />
+			[page:Plane p2] - (可选参数)  [page:Plane].<br />
+			[page:Plane p3] - (可选参数)  [page:Plane].<br />
+			[page:Plane p4] - (可选参数)  [page:Plane].<br />
+			[page:Plane p5] - (可选参数)  [page:Plane].<br /><br />
+
+			使用6个面来构建一个视锥体。
 		</p>
 
 
-		<h2>Properties</h2>
+		<h2>属性(Properties</h2>
 
 		<h3>[property:Array planes]</h3>
-		<p>Array of 6 [page:Plane planes].</p>
+		<p>包含6个平面 [page:Plane planes] 的数组。</p>
 
 
-		<h2>Methods</h2>
+		<h2>方法(Methods</h2>
 
 		<h3>[method:Frustum clone]()</h3>
-		<p>Return a new Frustum with the same parameters as this one.</p>
+		<p>返回一个与当前对象有相同参数的视锥体。</p>
 
 
 		<h3>[method:Boolean containsPoint]( [param:Vector3 point] )</h3>
 		<p>
 		[page:Vector3 point] - [page:Vector3] to test.<br /><br />
 
-		Checks to see if the frustum contains the [page:Vector3 point].
+		检测该点 [page:Vector3 point] 是否在视锥体内。
 		</p>
 
 		<h3>[method:Frustum copy]( [param:Frustum frustum] )</h3>
 		<p>
-		[page:Frustum frustum] - The frustum to copy<br /><br />
+		[page:Frustum frustum] - 用于拷贝的视锥体。<br /><br />
 
-		Copies the properties of the passed [page:Frustum frustum] into this one.
+		将传入 [page:Frustum frustum] 的属性拷贝到当前对象。
 		</p>
 
 		<h3>[method:Boolean intersectsBox]( [param:Box3 box] )</h3>
 		<p>
-		[page:Box3 box] - [page:Box3] to check for intersection.<br /><br />
-
-	 	Return true if [page:Box3 box] intersects with this frustum.
+		[page:Box3 box] - [page:Box3] 用于检测是否要交的包围盒。<br /><br />
+		
+		返回 true 如果该 [page:Box3 box] 与视锥体相交。
 		</p>
 
 		<h3>[method:Boolean intersectsObject]( [param:Object3D object] )</h3>
 		<p>
-			Checks whether the [page:Object3D object]'s [page:Geometry.boundingSphere bounding sphere] is intersecting the Frustum.<br /><br />
+			检测 [page:Object3D object] 的包围球 [page:Geometry.boundingSphere bounding sphere] 是否与视锥体相交。<br /><br />
 
-			Note that the object must have a [page:Geometry] or [page:BufferGeometry] so that the bounding sphere
-			can be calculated.
+			注意:该对象必须有一个 [page:Geometry] 或 [page:BufferGeometry] ,因为这样才能计算出包围球。
 		</p>
 
 		<h3>[method:Boolean intersectsSphere]( [param:Sphere sphere] )</h3>
 		<p>
-		[page:Sphere sphere] - [page:Sphere] to check for intersection.<br /><br />
+		[page:Sphere sphere] - [page:Sphere] 用于检查是否相交。<br /><br />
 
-	 	Return true if [page:Sphere sphere] intersects with this frustum.
+		返回true 如果球[page:Sphere sphere]与视锥体相交。
 		</p>
 
 		<h3>[method:Boolean intersectsSprite]( [param:Sprite sprite] )</h3>
 		<p>
-			Checks whether the [page:Sprite sprite] is intersecting the Frustum.<br /><br />
+			检查精灵[page:Sprite sprite]是否与截锥体相交。<br /><br />
 		</p>
 
 		<h3>[method:Frustum set]( [param:Plane p0], [param:Plane p1], [param:Plane p2], [param:Plane p3], [param:Plane p4], [param:Plane p5] )</h3>
 		<p>
-		Sets the current frustum from the passed planes. No plane order is implicitely implied.
+			使用传入的平面设置当前视锥体。没有隐式的顺序。
 		</p>
 
 		<h3>[method:Frustum setFromMatrix]( [param:Matrix4 matrix] )</h3>
 		<p>
-			[page:Matrix4 matrix] - [page:Matrix4] used to set the [page:.planes planes]<br /><br />
+			[page:Matrix4 matrix] - [page:Matrix4] 用于设置 [page:.planes planes]<br /><br />
 
-			This is used by the [page:WebGLRenderer] to set up the Frustum from a [page:Camera Camera]'s
-			[page:Camera.projectionMatrix projectionMatrix] and [page:Camera.matrixWorldInverse matrixWorldInverse].
-		</p>
+			[page:WebGLRenderer] 使用 [page:Camera Camera]的投影矩阵([page:Camera.projectionMatrix projectionMatrix] )
+			和相机世界变换矩阵的逆矩阵 [page:Camera.matrixWorldInverse matrixWorldInverse] 来设置视锥体。
+				</p>
 
 
 

+ 10 - 11
docs/api/zh/math/Interpolant.html

@@ -8,21 +8,20 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		<h1>[name]</h1>
+		<h1>插值器([name]</h1>
 
 		<p class="desc">
-		Abstract base class of interpolants over parametric samples.<br /><br />
+		A参数样本上插值的抽象基类 <br /><br />
 
-		The parameter domain is one dimensional, typically the time or a path along a curve defined by the data.<br /><br />
+		参数域是一维的,通常是数据定义的曲线上的时间或路径。<br /><br />
 
-		The sample values can have any dimensionality and derived classes may apply special interpretations to the data.<br /><br />
+		示例值可以具有任何维度,派生类可以对数据应用特殊的解释。<br /><br />
 
-		This class provides the interval seek in a Template Method, deferring the actual interpolation to derived classes.<br /><br />
+		该类提供间隔查找的模板方法,将实际的插值延迟到派生类。<br /><br />
 
-		Time complexity is *O(1)* for linear access crossing at most two points and *O(log N)* for random access,
-		where *N* is the number of positions.<br /><br />
+		对于最多两个点之间的访问时间复杂度为O(1),对于随机访问时间复杂度为O(log N),其中N为位置数。<br /><br />
 
-		References:	[link:http://www.oodesign.com/template-method-pattern.html http://www.oodesign.com/template-method-pattern.html]
+		相关:	[link:http://www.oodesign.com/template-method-pattern.html http://www.oodesign.com/template-method-pattern.html]
 		</p>
 
 
@@ -38,7 +37,7 @@
 		sampleSize -- number of samples<br />
 		resultBuffer -- buffer to store the interpolation results.<br /><br />
 
-		Note: This is not designed to be called directly.
+		注意: 这不是设计为直接调用的。
 		</p>
 
 		<h2>Properties</h2>
@@ -74,10 +73,10 @@
 
 		<h3>[method:null evaluate]( [param:Number t] )</h3>
 		<p>
-		Evaluate the interpolant at position *t*.
+			计算补间函数在位置 *t* 的值。
 		</p>
 
-		<h2>Source</h2>
+		<h2>源码(Source</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>

+ 34 - 40
docs/api/zh/math/Line3.html

@@ -8,79 +8,75 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		<h1>[name]</h1>
+		<h1>三维几何线段([name]</h1>
 
-		<p class="desc">A geometric line segment represented by a start and end point.</p>
+		<p class="desc">用起点和终点表示的几何线段。</p>
 
 
-		<h2>Constructor</h2>
+		<h2>构造器(Constructor</h2>
 
 
 		<h3>[name]( [param:Vector3 start], [param:Vector3 end] )</h3>
 		<p>
-		[page:Vector3 start] - Start of the line segment. Default is (0, 0, 0).<br />
-		[page:Vector3 end] - End of the line segment. Default is (0, 0, 0).<br /><br />
+		[page:Vector3 start] - 线段的起始点。默认值为 (0, 0, 0)。<br />
+		[page:Vector3 end] - 线段的终点。默认值为 (0, 0, 0)。<br /><br />
 
-		Creates a new [name].
+		创建一个三维几何线段 [name]。
 		</p>
 
 
-		<h2>Properties</h2>
+		<h2>属性(Properties</h2>
 
 		<h3>[property:Vector3 start]</h3>
-		<p>[page:Vector3] representing the start point of the line.</p>
+		<p>[page:Vector3] 表示线段的起点。</p>
 
 		<h3>[property:Vector3 end]</h3>
-		<p>[page:Vector3] representing the end point of the line.</p>
+		<p>[page:Vector3] 表示线段的终点</p>
 
 
 
 
 
-		<h2>Methods</h2>
+		<h2>方法(Methods</h2>
 
 		<h3>[method:Line3 applyMatrix4]( [param:Matrix4 matrix] )</h3>
-		<p>Applies a matrix transform to the line segment.</p>
+		<p>对此线段应用矩阵变换。</p>
 
 		<h3>[method:Vector3 at]( [param:Float t], [param:Vector3 target] )</h3>
 		<p>
-		[page:Float t] - Use values 0-1 to return a position along the line segment. <br />
-		[page:Vector3 target] — the result will be copied into this Vector3.<br /><br />
-
-		Returns a vector at a certain position along the line. When [page:Float t] = 0, it returns the start vector,
-		and when [page:Float t] = 1 it returns the end vector.<br />
+		[page:Float t] - 使用值0-1返回沿线段的位置。<br />
+		[page:Vector3 target] — 计算结果会被拷贝到target。<br /><br />
+		
+		返回一个线段某一位置的向量,当 [page:Float t] = 0的时候返回起始点,当[page:Float t] = 1的时候返回终点。<br />
 		</p>
 
 		<h3>[method:Line3 clone]()</h3>
-		<p>Returns a new [page:Line3] with the same [page:.start start] and [page:.end end] vectors as this one.</p>
+		<p>返回一个与此线段拥有相同起始点 [page:.start start] 和 终点[page:.end end] 的线段。</p>
 
 		<h3>[method:Vector3 closestPointToPoint]( [param:Vector3 point], [param:Boolean clampToLine], [param:Vector3 target] )</h3>
 		<p>
-		[page:Vector3 point] - return the closest point on the line to this point.<br />
-		[page:Boolean clampToLine] - whether to clamp the returned value to the line segment.<br />
-		[page:Vector3 target] — the result will be copied into this Vector3.<br /><br />
+		[page:Vector3 point] - 用于计算线段上到该点最近的点。<br />
+		[page:Boolean clampToLine] - 是否将结果限制在线段起始点和终点之间。<br />
+		[page:Vector3 target] — 结果会拷贝到target。<br /><br />
 
-		Returns the closets point on the line. If [page:Boolean clampToLine] is true, then the returned value will be
-		clamped to the line segment.
+		返回线段上到point最近的点。如果参数 [page:Boolean clampToLine] 为true。返回值将会在线段之间。
 		</p>
 
 		<h3>[method:Float closestPointToPointParameter]( [param:Vector3 point], [param:Boolean clampToLine] )</h3>
 		<p>
-		[page:Vector3 point] - the point for which to return a point parameter. <br />
-		[page:Boolean clampToLine] - Whether to clamp the result to the range [0, 1].<br /><br />
+		[page:Vector3 point] - 用于计算返回值的点 <br />
+		[page:Boolean clampToLine] - 结果是否处于 [0, 1]之间。<br /><br />
 
-		Returns a point parameter based on the closest point as projected on the line segement.
-		If [page:Boolean clampToLine] is true, then the returned value will be between 0 and 1.
+		返回一个基于点投影到线段上的点的参数。如果 [page:Boolean clampToLine] 为true则返回值将在0到1之间。
 		</p>
 
 		<h3>[method:Line3 copy]( [param:Line3 line] )</h3>
-		<p>Copies the passed line's [page:.start start] and [page:.end end] vectors to this line.</p>
+		<p>拷贝传入线段的起始点 [page:.start start] 和终点 [page:.end end] 向量到当前线段。</p>
 
 		<h3>[method:Vector3 delta]( [param:Vector3 target] )</h3>
 		<p>
-		[page:Vector3 target] — the result will be copied into this Vector3.<br /><br />
-
-			Returns the delta vector of the line segment ( [page:.end end] vector minus the [page:.start start] vector).
+		[page:Vector3 target] — 结果将会拷贝到target。<br /><br />
+			返回线段的向量。(终点[page:.end end]向量减去起始点[page:.start start]向量)。
 		</p>
 
 		<h3>[method:Float distance]()</h3>
@@ -89,34 +85,32 @@
 
 		<h3>[method:Float distanceSq]()</h3>
 		<p>
-			Returns the square of the [link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean distance]
-			(straight-line distance) between the line's [page:.start start]
-			and [page:.end end] vectors.
+			返回起始点[page:.start start]和终点[page:.end end]的欧几里得距离[link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean distance]。(直线距离)
 		</p>
 
 		<h3>[method:Boolean equals]( [param:Line3 line] )</h3>
 		<p>
 		[page:Line3 line]  - [page:Line3] to compare with this one.<br /><br />
 
-		Returns true if both line's [page:.start start] and [page:.end en] points are equal.
+		如果给定线段与当前线段的起始点[page:.start start]和终点[page:.end end]都相同则返回true。
 		</p>
 
 		<h3>[method:Vector3 getCenter]( [param:Vector3 target] )</h3>
 		<p>
-		[page:Vector3 target] — the result will be copied into this Vector3.<br /><br />
+		[page:Vector3 target] — 结果会写入target。<br /><br />
 
-		Returns the center of the line segment.
+		返回线段的中心点。
 		</p>
 
 		<h3>[method:Line3 set]( [param:Vector3 start], [param:Vector3 end] )</h3>
 		<p>
-		[page:Vector3 start] - set the [page:.start start point] of the line.<br />
-		[page:Vector3 end] - set the [page:.end end point] of the line.<br /><br />
+		[page:Vector3 start] - 设置线段的起点 [page:.start start point]。<br />
+		[page:Vector3 end] - 设置线段的终点 [page:.end end point]。<br /><br />
 
-		Sets the start and end values by copying the provided vectors.
+		将传入的向量设置到线段的起始点和终点。
 		</p>
 
-		<h2>Source</h2>
+		<h2>源码(Source</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>

+ 38 - 43
docs/api/zh/math/Math.html

@@ -8,101 +8,96 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		<h1>[name]</h1>
+		<h1>数学函数([name]</h1>
 
-		<p class="desc">An object with several math utility functions.</p>
+		<p class="desc">具有多个数学实用函数的对象。</p>
 
-		<h2>Functions</h2>
+		<h2>函数(Functions</h2>
 
 		<h3>[method:Float clamp]( [param:Float value], [param:Float min], [param:Float max] )</h3>
 		<p>
-		[page:Float value] — Value to be clamped.<br />
-		[page:Float min] — Minimum value.<br />
-		[page:Float max] — Maximum value.<br /><br />
+		[page:Float value] — 需要clamp处理的值。<br />
+		[page:Float min] — 最小值。<br />
+		[page:Float max] — 最大值。<br /><br />
 
-		Clamps the [page:Float value] to be between [page:Float min] and [page:Float max].
+		限制数值[page:Float value]处于最小值[page:Float min]和最大值[page:Float max]之间。
 		</p>
 
 		<h3>[method:Float degToRad]( [param:Float degrees] )</h3>
-		<p>Converts degrees to radians.</p>
+		<p>将度转化为弧度。</p>
 
 		<h3>[method:Integer euclideanModulo]( [param:Integer n], [param:Integer m] )</h3>
 		<p>
-		[page:Integer n], [page:Integer m] - Integers<br /><br />
-
-		Computes the Euclidean modulo of [page:Integer m] % [page:Integer n], that is:
+		[page:Integer n], [page:Integer m] - 整型<br /><br />
+		计算 [page:Integer m] % [page:Integer n] 的欧几里得模:
 		<code>( ( n % m ) + m ) % m</code>
 		</p>
 
 		<h3>[method:UUID generateUUID]( )</h3>
 		<p>
-		Generate a [link:https://en.wikipedia.org/wiki/Universally_unique_identifier UUID]
-		(universally unique identifier).
+			创建一个全局唯一标识符 [link:https://en.wikipedia.org/wiki/Universally_unique_identifier UUID]。
 		</p>
 
 		<h3>[method:Boolean isPowerOfTwo]( [param:Number n] )</h3>
-		<p>Return *true* if [page:Number n] is a power of 2.</p>
+		<p>如果 [page:Number n] 是2的幂,返回true。</p>
 
 		<h3>[method:Float lerp]( [param:Float x], [param:Float y], [param:Float t] )</h3>
 		<p>
-		[page:Float x] - Start point. <br />
-		[page:Float y] - End point. <br />
-		[page:Float t] - interpolation factor in the closed interval [0, 1].<br><br />
+		[page:Float x] - 起始点。 <br />
+		[page:Float y] - 终点。 <br />
+		[page:Float t] - 封闭区间[0,1]内的插值因子。<br><br />
 
-		Returns a value [link:https://en.wikipedia.org/wiki/Linear_interpolation linearly interpolated]
-		from two known points based on the given interval - [page:Float t] = 0 will return [page:Float x]
-		and [page:Float t] = 1 will return [page:Float y].
+		返回给定区间的线性插值[link:https://en.wikipedia.org/wiki/Linear_interpolation linearly interpolated]结果 - [page:Float t] = 0 将会返回 [page:Float x]
+		如果 [page:Float t] = 1 将会返回 [page:Float y].
 		</p>
 
 		<h3>[method:Float mapLinear]( [param:Float x], [param:Float a1], [param:Float a2], [param:Float b1], [param:Float b2] )</h3>
 		<p>
-		[page:Float x] — Value to be mapped.<br />
-		[page:Float a1] — Minimum value for range A.<br />
-		[page:Float a2] — Maximum value for range A.<br />
-		[page:Float b1] — Minimum value for range B.<br />
-		[page:Float b2] — Maximum value for range B.<br /><br />
+		[page:Float x] — 用于映射的值。<br />
+		[page:Float a1] — A区间最小值。<br />
+		[page:Float a2] — A区间最大值。<br />
+		[page:Float b1] — B区间最小值。<br />
+		[page:Float b2] — A区间最大值。<br /><br />
 
-		Linear mapping of [page:Float x] from range [[page:Float a1], [page:Float a2]] to range [[page:Float b1], [page:Float b2]].
+		x从范围[[page:Float a1], [page:Float a2]] 到范围[[page:Float b1], [page:Float b2]]的线性映射。
 		</p>
 
 		<h3>[method:Integer ceilPowerOfTwo]( [param:Number n] )</h3>
-		<p>Returns the smallest power of 2 that is greater than or equal to [page:Number n].</p>
+		<p>返回大于等于 [page:Number n] 的2的最小次幂。</p>
 
 		<h3>[method:Integer floorPowerOfTwo]( [param:Number n] )</h3>
-		<p>Returns the largest power of 2 that is less than or equal to [page:Number n].</p>
+		<p>返回小于等于 [page:Number n] 的2的最大幂。</p>
 
 		<h3>[method:Float radToDeg]( [param:Float radians] )</h3>
-		<p>Converts radians to degrees.</p>
+		<p>将弧度转换为角度。</p>
 
 		<h3>[method:Float randFloat]( [param:Float low], [param:Float high] )</h3>
-		<p>Random float in the interval [page:Float low] to [page:Float high].</p>
+		<p>在区间[page:Float low] 到 [page:Float high]随机一个浮点数。</p>
 
 		<h3>[method:Float randFloatSpread]( [param:Float range] )</h3>
-		<p>Random float in the interval *- [page:Float range] / 2* to *[page:Float range] / 2*.</p>
+		<p>在区间*- [page:Float range] / 2* 到 *[page:Float range] / 2*随机一个浮点数。</p>
 
 		<h3>[method:Integer randInt]( [param:Integer low], [param:Integer high] )</h3>
-		<p>Random integer in the interval [page:Float low] to [page:Float high].</p>
+		<p>在区间[page:Float low] 到 [page:Float high]随机一个整数。</p>
 
 		<h3>[method:Float smoothstep]( [param:Float x], [param:Float min], [param:Float max] )</h3>
 		<p>
-		[page:Float x] - The value to evaluate based on its position between min and max. <br />
-		[page:Float min] - Any x value below min will be 0.<br />
-		[page:Float max] - Any x value above max will be 1.<br /><br />
+		[page:Float x] - 根据其在最小值和最大值之间的位置来计算的值。 <br />
+		[page:Float min] - 任何x比最小值还小会返回0.<br />
+		[page:Float max] - 任何x比最大值还大会返回0.<br /><br />
 
-		Returns a value between 0-1 that represents the percentage that x has moved between min and max,
-		but smoothed or slowed down the closer X is to the min and max.<br/><br/>
+		返回0-1之间的值,该值表示x在最小值和最大值之间移动的百分比,但是当x接近最小值和最大值时,变化程度会平滑或减慢。<br/><br/>
 
-		See [link:http://en.wikipedia.org/wiki/Smoothstep Smoothstep] for details.
+		查看更多详情请移步到 [link:http://en.wikipedia.org/wiki/Smoothstep Smoothstep] 。
 		</p>
 
 		<h3>[method:Float smootherstep]( [param:Float x], [param:Float min], [param:Float max] )</h3>
 		<p>
-		[page:Float x] - The value to evaluate based on its position between min and max. <br />
-		[page:Float min] - Any x value below min will be 0.<br />
-		[page:Float max] - Any x value above max will be 1.<br /><br />
+			[page:Float x] - 根据其在最小值和最大值之间的位置来计算的值。 <br />
+			[page:Float min] - 任何x比最小值还小会返回0.<br />
+			[page:Float max] - 任何x比最大值还大会返回0.<br /><br />
 
-		Returns a value between 0-1. A [link:https://en.wikipedia.org/wiki/Smoothstep#Variations variation on smoothstep]
-		that has zero 1st and 2nd order derivatives at x=0 and x=1.
+		返回一个0-1之间的值。它和smoothstep相同,但变动更平缓。[link:https://en.wikipedia.org/wiki/Smoothstep#Variations variation on smoothstep] 在x=0和x=1处有0阶和二阶导数。
 		</p>
 
 		<h2>Source</h2>

+ 63 - 71
docs/api/zh/math/Matrix3.html

@@ -8,38 +8,37 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		<h1>[name]</h1>
+		<h1>三维矩阵([name]</h1>
 
 		<p class="desc">
-			A class representing a 3x3 [link:https://en.wikipedia.org/wiki/Matrix_(mathematics) matrix].
+			一个表示3X3矩阵[link:https://en.wikipedia.org/wiki/Matrix_(mathematics) matrix].的类。
 		</p>
 
-		<h2>Example</h2>
+		<h2>示例(Example</h2>
 		<code>
 var m = new Matrix3();
 		</code>
 
-		<h2>A Note on Row-Major and Column-Major Ordering</h2>
+		<h2>注意行优先列优先的顺序。</h2>
 		<p>
-			The [page:set]() method takes arguments in [link:https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order row-major]
-			order, while internally they are stored in the [page:.elements elements] array in column-major order.<br /><br />
+			[page:set]()方法参数采用行优先[link:https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order row-major]
+			而它们在内部是用列优先[link:https://en.wikipedia.org/wiki/Row-_and_column-major_order column-major]顺序存储在数组当中。<br /><br />
 
-			This means that calling
+			这意味着
 		<code>
 m.set( 11, 12, 13,
        21, 22, 23,
        31, 32, 33 );
 		</code>
-		will result in the [page:.elements elements] array containing:
+		元素数组[page:.elements elements]将存储为:
 		<code>
 m.elements = [ 11, 21, 31,
               12, 22, 32,
               13, 23, 33 ];
 		</code>
-		and internally all calculations are performed using column-major ordering. However, as the actual ordering
-		makes no difference mathematically and most people are used to thinking about matrices in row-major order,
-		the three.js documentation shows matrices in row-major order. Just bear in mind that if you are reading the source
-		code, you'll have to take the [link:https://en.wikipedia.org/wiki/Transpose transpose] of any matrices outlined here to make sense of the calculations.
+		在内部,所有的计算都是使用列优先顺序进行的。然而,由于实际的排序在数学上没有什么不同,
+		而且大多数人习惯于以行优先顺序考虑矩阵,所以three.js文档以行为主的顺序显示矩阵。
+		请记住,如果您正在阅读源代码,您必须对这里列出的任何矩阵进行转置[link:https://en.wikipedia.org/wiki/Transpose transpose],以理解计算。
 		</p>
 
 		<h2>Constructor</h2>
@@ -47,87 +46,81 @@ m.elements = [ 11, 21, 31,
 
 		<h3>[name]()</h3>
 		<p>
-		Creates and initializes the [name] to the 3x3
-		[link:https://en.wikipedia.org/wiki/Identity_matrix identity matrix].
+		创建并初始化一个3X3的单位矩阵[link:https://en.wikipedia.org/wiki/Identity_matrix identity matrix].
 		</p>
 
 
 
-		<h2>Properties</h2>
+		<h2>属性(Properties</h2>
 
 		<h3>[property:Float32Array elements]</h3>
 		<p>
-		A [link:https://en.wikipedia.org/wiki/Row-_and_column-major_order column-major]
-		 list of matrix values.
+			矩阵列优先[link:https://en.wikipedia.org/wiki/Row-_and_column-major_order column-major]列表。
 		</p>
 
 		<h3>[property:Boolean isMatrix3]</h3>
 		<p>
-			Used to check whether this or derived classes are Matrix3s. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
+				用于判定此对象或者此类的派生对象是否是三维矩阵。默认值为 *true*。<br /><br />
+			
+				不应该改变该值,因为它在内部用于优化。
 		</p>
 
 
 
-		<h2>Methods</h2>
+		<h2>方法(Methods</h2>
 
 		<h3>[method:Array applyToBufferAttribute]( [param:BufferAttribute attribute] )</h3>
 		<p>
-		[page:BufferAttribute attribute] - An attribute of floats that represent 3D vectors.<br /><br />
+		[page:BufferAttribute attribute] - 表示三维向量缓存属性。<br /><br />
 
-		Multiplies (applies) this matrix to every 3D vector in the [page:BufferAttribute attribute].
+		用这个矩阵乘以缓存属性[page:BufferAttribute attribute]里的所有3d向量。
 		</p>
 
 
 		<h3>[method:Matrix3 clone]()</h3>
-		<p>Creates a new Matrix3 and with identical elements to this one.</p>
+		<p>创建一个新的矩阵,元素 [page:.elements elements] 与该矩阵相同。</p>
 
 		<h3>[method:this copy]( [param:Matrix3 m] )</h3>
-		<p>Copies the elements of matrix [page:Matrix3 m] into this matrix.</p>
+		<p>将矩阵[page:Matrix3 m]的元素复制到当前矩阵中。</p>
 
 		<h3>[method:Float determinant]()</h3>
 		<p>
-		Computes and returns the
-		[link:https://en.wikipedia.org/wiki/Determinant determinant] of this matrix.
+			计算并返回矩阵的行列式[link:https://en.wikipedia.org/wiki/Determinant determinant] 。
 		</p>
 
 		<h3>[method:Boolean equals]( [param:Matrix3 m] )</h3>
-		<p>Return true if this matrix and [page:Matrix3 m] are equal.</p>
+		<p>如果矩阵[page:Matrix3 m] 与当前矩阵所有对应元素相同则返回true。</p>
 
 		<h3>[method:this fromArray]( [param:Array array], [param:Integer offset] )</h3>
 		<p>
-		[page:Array array] - the array to read the elements from.<br />
-		[page:Integer offset] - (optional) index of first element in the array. Default is 0.<br /><br />
+		[page:Array array] - 用来存储设置元素数据的数组<br />
+		[page:Integer offset] - (可选参数) 数组的偏移量,默认值为 0。<br /><br />
 
-		Sets the elements of this matrix based on an array in
-		[link:https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order column-major] format.
+		使用基于列优先格式[link:https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order column-major]的数组来设置该矩阵。
 		</p>
 
 		<h3>[method:this getInverse]( [param:Matrix3 m], [param:Boolean throwOnDegenerate] )</h3>
 		<p>
-		[page:Matrix3 m] - the matrix to take the inverse of.<br />
-		[page:Boolean throwOnDegenerate] - (optional) If true, throw an error if the matrix is degenerate (not invertible).<br /><br />
-
-		Set this matrix to the [link:https://en.wikipedia.org/wiki/Invertible_matrix inverse] of the passed matrix [page:Matrix3 m],
-		using the [link:https://en.wikipedia.org/wiki/Invertible_matrix#Analytic_solution analytic method].
-
-		If [page:Boolean throwOnDegenerate] is not set and the matrix is not invertible, set this to the 3x3 identity matrix.
+		[page:Matrix3 m] - 取逆的矩阵。<br />
+		[page:Boolean throwOnDegenerate] - (optional) 如果设置为true,如果矩阵是退化的(如果不可逆的话),则会抛出一个错误。<br /><br />
+		
+		使用逆矩阵计算方法[link:https://en.wikipedia.org/wiki/Invertible_matrix#Analytic_solution analytic method],
+		将当前矩阵设置为给定矩阵的逆矩阵[link:https://en.wikipedia.org/wiki/Invertible_matrix inverse],如果[page:Boolean throwOnDegenerate]
+		参数没有设置且给定矩阵不可逆,那么将当前矩阵设置为3X3单位矩阵。
 		</p>
 
 		<h3>[method:this getNormalMatrix]( [param:Matrix4 m] )</h3>
 		<p>
 		[page:Matrix4 m] - [page:Matrix4]<br /><br />
 
-		Sets this matrix as the upper left 3x3 of the [link:https://en.wikipedia.org/wiki/Normal_matrix normal matrix]
-		of the passed [page:Matrix4 matrix4]. The normal matrix is the [link:https://en.wikipedia.org/wiki/Invertible_matrix inverse] [link:https://en.wikipedia.org/wiki/Transpose transpose]
-	  of the matrix [page:Matrix4 m].
+		将这个矩阵设置为给定矩阵的正规矩阵[link:https://en.wikipedia.org/wiki/Normal_matrix normal matrix](左上角的3x3)。
+		正规矩阵是矩阵[page:Matrix4 m]的逆矩阵[link:https://en.wikipedia.org/wiki/Invertible_matrix inverse] 的转置[link:https://en.wikipedia.org/wiki/Transpose transpose]。
 		</p>
 
 		<h3>[method:this identity]()</h3>
 		<p>
-		Resets this matrix to the 3x3 identity matrix:
-		<code>
+			将此矩阵重置为3x3单位矩阵:
+				<code>
 1, 0, 0
 0, 1, 0
 0, 0, 1
@@ -136,22 +129,22 @@ m.elements = [ 11, 21, 31,
 		</p>
 
 		<h3>[method:this multiply]( [param:Matrix3 m] )</h3>
-		<p>Post-multiplies this matrix by [page:Matrix3 m].</p>
+		<p>将当前矩阵乘以矩阵[page:Matrix3 m]。</p>
 
 		<h3>[method:this multiplyMatrices]( [param:Matrix3 a], [param:Matrix3 b] )</h3>
-		<p>Sets this matrix to [page:Matrix3 a] x [page:Matrix3 b].</p>
+		<p>设置当前矩阵为矩阵[page:Matrix3 a] x 矩阵[page:Matrix3 b]。</p>
 
 		<h3>[method:this multiplyScalar]( [param:Float s] )</h3>
-		<p>Multiplies every component of the matrix by the scalar value *s*.</p>
+		<p>当前矩阵所有的元素乘以该缩放值*s*</p>
 
 		<h3>[method:this set]( [param:Float n11], [param:Float n12], [param:Float n13], [param:Float n21], [param:Float n22], [param:Float n23], [param:Float n31], [param:Float n32], [param:Float n33] )</h3>
 		<p>
-		[page:Float n11] - value to put in row 1, col 1.<br />
-		[page:Float n12] - value to put in row 1, col 2.<br />
+		[page:Float n11] - 设置第一行第一列的值。<br />
+		[page:Float n12] - 设置第一行第二列的值。<br />
 		...<br />
 		...<br />
-		[page:Float n32] - value to put in row 3, col 2.<br />
-		[page:Float n33] - value to put in row 3, col 3.<br /><br />
+		[page:Float n32] - 设置第三行第二列的值。<br />
+		[page:Float n33] - 设置第三行第三列的值。<br /><br />
 
 		Sets the 3x3 matrix values to the given
 		[link:https://en.wikipedia.org/wiki/Row-_and_column-major_order row-major]
@@ -159,45 +152,44 @@ m.elements = [ 11, 21, 31,
 		</p>
 
 		<h3>[method:this premultiply]( [param:Matrix3 m] )</h3>
-		<p>Pre-multiplies this matrix by [page:Matrix3 m].</p>
+		<p>将矩阵[page:Matrix3 m]乘以当前矩阵。</p>
 
 		<h3>[method:this setFromMatrix4]( [param:Matrix4 m] )</h3>
-		<p>Set this matrx to the upper 3x3 matrix of the Matrix4 [page:Matrix4 m].</p>
+		<p>将当前矩阵设置为4X4矩阵[page:Matrix4 m]左上3X3</p>
 
 		<h3>[method:this setUvTransform]( [param:Float tx], [param:Float ty], [param:Float sx], [param:Float sy], [param:Float rotation], [param:Float cx], [param:Float cy] )</h3>
 		<p>
-		[page:Float tx] - offset x<br />
-		[page:Float ty] - offset y<br />
-		[page:Float sx] - repeat x<br />
-		[page:Float sy] - repeat y<br />
-		[page:Float rotation] - rotation (in radians)<br />
-		[page:Float cx] - center x of rotation<br />
-		[page:Float cy] - center y of rotation<br /><br />
-
-		Sets the UV transform matrix from offset, repeat, rotation, and center.
+		[page:Float tx] - x偏移量<br />
+		[page:Float ty] - y偏移量<br />
+		[page:Float sx] - x方向的重复比例<br />
+		[page:Float sy] - y方向的重复比例<br />
+		[page:Float rotation] - 旋转(弧度)<br />
+		[page:Float cx] - 旋转中心x<br />
+		[page:Float cy] - 旋转中心y<br /><br />
+
+		使用偏移,重复,旋转和中心点位置设置UV变换矩阵。
 		</p>
 
 		<h3>[method:Array toArray]( [param:Array array], [param:Integer offset] )</h3>
 		<p>
-		[page:Array array] - (optional) array to store the resulting vector in. If not given a new array will be created.<br />
-		[page:Integer offset] - (optional) offset in the array at which to put the result.<br /><br />
+		[page:Array array] - (可选参数) 存储矩阵元素的数组,如果未指定会创建一个新的数组。<br />
+		[page:Integer offset] - (可选参数) 存放矩阵元素数组的偏移量。<br /><br />
 
-		Writes the elements of this matrix to an array in
-		[link:https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order column-major] format.
+		使用列优先[link:https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order column-major]格式将此矩阵的元素写入数组中。
 		</p>
 
 		<h3>[method:this transpose]()</h3>
-		<p>[link:https://en.wikipedia.org/wiki/Transpose Transposes] this matrix in place.</p>
+		<p>将该矩阵转置[link:https://en.wikipedia.org/wiki/Transpose Transposes]</p>
 
 		<h3>[method:this transposeIntoArray]( [param:Array array] )</h3>
 		<p>
-		[page:Array array] -  array to store the resulting vector in.<br /><br />
+		[page:Array array] -  用于存储当前矩阵转置结果的数组。<br /><br />
 
-		[link:https://en.wikipedia.org/wiki/Transpose Transposes] this matrix into the supplied array,
-		and returns itself unchanged.
+		将当前矩阵的转置[link:https://en.wikipedia.org/wiki/Transpose Transposes]存入给定的数组[param:Array array]但不改变当前矩阵,
+		并返回当前矩阵。
 		</p>
 
-		<h2>Source</h2>
+		<h2>源码(Source</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>

+ 109 - 130
docs/api/zh/math/Matrix4.html

@@ -8,53 +8,48 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		<h1>[name]</h1>
+		<h1>四维矩阵([name]</h1>
 
 		<p class="desc">
-			A class representing a 4x4 [link:https://en.wikipedia.org/wiki/Matrix_(mathematics) matrix].<br /><br />
+			表示为一个 4x4 [link:https://en.wikipedia.org/wiki/Matrix_(mathematics) matrix].<br /><br />
 
-			The most common use of a 4x4 matrix in 3D computer graphics is as a
-			[link:https://en.wikipedia.org/wiki/Transformation_matrix Transformation Matrix].
-			For an introduction to transformation matrices as used in WebGL, check out
-			[link:http://www.opengl-tutorial.org/beginners-tutorials/tutorial-3-matrices this tutorial].<br /><br />
+			在3D计算机图形学中,4x4矩阵最常用的用法是作为一个变换矩阵[link:https://en.wikipedia.org/wiki/Transformation_matrix Transformation Matrix]。
+			有关WebGL中使用的变换矩阵的介绍,请参阅本教程[link:http://www.opengl-tutorial.org/beginners-tutorials/tutorial-3-matrices this tutorial]。<br /><br />
 
-			This allows a [page:Vector3] representing a point in 3D space to undergo transformations
-			such as translation, rotation, shear, scale, reflection, orthogonal or perspective projection
-			and so on, by being multiplied by the matrix. This is known as	<em>applying</em>
-			the matrix to the vector.<br /><br />
+			这使得表示三维空间中的一个点的向量[page:Vector3]通过乘以矩阵来进行转换,如平移、旋转、剪切、缩放、反射、正交或透视投影等。这就是把矩阵<em>应用</em>到向量上。<br /><br />
 
-			Every [page:Object3D] has three associated Matrix4s:
+			任何3D物体[page:Object3D]都有三个关联的矩阵:
 			<ul>
 				<li>
-					[page:Object3D.matrix]: This stores the local transform of the object. This is the object's transformation relative to its parent.
+					[page:Object3D.matrix]: 存储物体的本地变换。 这是对象相对于其父对象的变换。
 				</li>
 				<li>
-					[page:Object3D.matrixWorld]: The global or world transform of the object. If the object has no parent, then this is identical to the local transform stored in [page:Object3D.matrix matrix].
+					[page:Object3D.matrixWorld]: 对象的全局或世界变换。如果对象没有父对象,那么这与存储在矩阵[page:Object3D.matrix matrix]中的本地变换相同。
 				</li>
 				<li>
-					[page:Object3D.modelViewMatrix]: This represents the object's transformation relative to the camera's coordinate system.
-					An object's modelViewMatrix is the object's matrixWorld pre-multiplied by the camera's matrixWorldInverse.
+					[page:Object3D.modelViewMatrix]: 表示对象相坐标相对于摄像机空间坐标转换,
+					一个对象的 modelViewMatrix 是物体世界变换矩阵乘以摄像机相对于世界空间变换矩阵的逆矩阵。
 				</li>
 			</ul>
 
-			[page:Camera Cameras] have two additional Matrix4s:
+			摄像机[page:Camera Cameras] 有两个额外的四维矩阵:
 			<ul>
 				<li>
-					[page:Camera.matrixWorldInverse]: The view matrix - the inverse of the Camera's [page:Object3D.matrixWorld matrixWorld].
+					[page:Camera.matrixWorldInverse]: 视矩阵 - 摄像机世界坐标变换的逆矩阵。
 				</li>
 				<li>
-					[page:Camera.projectionMatrix]: Represents the information how to project the scene to clip space.
+					[page:Camera.projectionMatrix]: 表示将场景中的信息投影到裁剪空间。
 				</li>
 			</ul>
-			Note: [page:Object3D.normalMatrix] is not a Matrix4, but a [page:Matrix3].
+			注意:物体的正规矩阵 [page:Object3D.normalMatrix] 并不是一个4维矩阵,而是一个三维矩阵[page:Matrix3]。
 		</p>
 
-		<h2>A Note on Row-Major and Column-Major Ordering</h2>
+		<h2>注意行优先列优先的顺序。</h2>
 		<p>
-			The [page:set]() method takes arguments in [link:https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order row-major]
-			order, while internally they are stored in the [page:.elements elements] array in column-major order.<br /><br />
+				设置[page:set]()方法参数采用行优先[link:https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order row-major]
+				而它们在内部是用列优先[link:https://en.wikipedia.org/wiki/Row-_and_column-major_order column-major]顺序存储在数组当中。<br /><br />
 
-			This means that calling
+				这意味着
 		<code>
 var m = new Matrix4();
 
@@ -64,107 +59,99 @@ m.set( 11, 12, 13, 14,
        41, 42, 43, 44 );
 
 		</code>
-		will result in the [page:.elements elements] array containing:
+		元素数组[page:.elements elements]将存储为:
 		<code>
 m.elements = [ 11, 21, 31, 41,
                12, 22, 32, 42,
                13, 23, 33, 43,
                14, 24, 34, 44 ];
 		</code>
-		and internally all calculations are performed using column-major ordering. However, as the actual ordering
-		makes no difference mathematically and most people are used to thinking about matrices in row-major order,
-		the three.js documentation shows matrices in row-major order. Just bear in mind that if you are reading the source
-		code, you'll have to take the [link:https://en.wikipedia.org/wiki/Transpose transpose] of any matrices outlined here to make sense of the calculations.
+		在内部,所有的计算都是使用列优先顺序进行的。然而,由于实际的排序在数学上没有什么不同,
+		而且大多数人习惯于以行优先顺序考虑矩阵,所以three.js文档以行为主的顺序显示矩阵。
+		请记住,如果您正在阅读源代码,您必须对这里列出的任何矩阵进行转置[link:https://en.wikipedia.org/wiki/Transpose transpose],以理解计算。
 		</p>
 
 
-		<h2>Constructor</h2>
+		<h2>构造器(Constructor</h2>
 
 
 		<h3>[name]()</h3>
 
 		<p>
-			Creates and initializes the [name] to the 4x4
-			[link:https://en.wikipedia.org/wiki/Identity_matrix identity matrix].
+			创建并初始化一个4X4的单位矩阵[link:https://en.wikipedia.org/wiki/Identity_matrix identity matrix].
 	</p>
 
-		<h2>Properties</h2>
+		<h2>属性(Properties</h2>
 
 		<h3>[property:Float32Array elements]</h3>
 		<p>
-		A [link:https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order column-major]
-		 list of matrix values.
+		矩阵列优先[link:https://en.wikipedia.org/wiki/Row-_and_column-major_order column-major]列表。
 		</p>
 
 		<h3>[property:Boolean isMatrix4]</h3>
 		<p>
-			Used to check whether this or derived classes are Matrix4s. Default is *true*.<br /><br />
-
-			You should not change this, as it used internally for optimisation.
+			用于判定此对象或者此类的派生对象是否是三维矩阵。默认值为 *true*。<br /><br />
+		
+			不应该改变该值,因为它在内部用于优化。
 		</p>
 
 
 
 
-		<h2>Methods</h2>
+		<h2>方法(Methods</h2>
 
 		<h3>[method:Array applyToBufferAttribute]( [param:BufferAttribute attribute] )</h3>
 		<p>
-		[page:BufferAttribute attribute] - An attribute of floats that represent 3D vectors.<br /><br />
+		[page:BufferAttribute attribute] - 表示三维向量缓存属性。<br /><br />
 
-		Multiplies (applies) this matrix to every 3D vector in the [page:BufferAttribute attribute].
+		用这个矩阵乘以缓存属性[page:BufferAttribute attribute]里的所有3d向量。
 		</p>
 
 
 		<h3>[method:Matrix4 clone]()</h3>
-		<p>Creates a new Matrix4 with identical [page:.elements elements] to this one.</p>
+		<p>创建一个新的矩阵,元素[page:.elements elements]与该矩阵相同。</p>
 
 		<h3>[method:this compose]( [param:Vector3 position], [param:Quaternion quaternion], [param:Vector3 scale] )</h3>
 		<p>
-		Sets this matrix to the transformation composed of [page:Vector3 position],
-		[page:Quaternion quaternion] and [page:Vector3 scale]. Internally this calls
-		[page:.makeRotationFromQuaternion makeRotationFromQuaternion]( [page:Quaternion quaternion] )
-		followed by [page:.scale scale]( [page:Vector3 scale] ), then finally
-		[page:.setPosition setPosition]( [page:Vector3 position] ).
+		设置将该对象由位置[page:Vector3 position],四元数[page:Quaternion quaternion] 和 缩放[page:Vector3 scale]
+		组合变换的矩阵。内部先调用[page:.makeRotationFromQuaternion makeRotationFromQuaternion]( [page:Quaternion quaternion] )
+		再调用缩放[page:.scale scale]( [page:Vector3 scale] )最后是平移[page:.setPosition setPosition]( [page:Vector3 position] )。
 		</p>
 
 		<h3>[method:this copy]( [param:Matrix4 m] )</h3>
-		<p>Copies the [page:.elements elements] of matrix [page:Matrix4 m] into this matrix.</p>
+		<p>将矩阵[page:Matrix3 m]的元素[page:.elements elements]复制到当前矩阵中。</p>
 
 		<h3>[method:this copyPosition]( [param:Matrix4 m] )</h3>
 		<p>
-		Copies the translation component of the supplied matrix [page:Matrix4 m] into this
-		matrix's translation component.
+		将给定矩阵[param:Matrix4 m] 的平移分量拷贝到当前矩阵中。
 		</p>
 
 		<h3>[method:null decompose]( [param:Vector3 position], [param:Quaternion quaternion], [param:Vector3 scale] )</h3>
 		<p>
-		Decomposes this matrix into it's [page:Vector3 position], [page:Quaternion quaternion] and
-		[page:Vector3 scale] components.
+			将矩阵分解到给定的平移[page:Vector3 position] ,旋转 [page:Quaternion quaternion],缩放[page:Vector3 scale]分量中。
 		</p>
 
 		<h3>[method:Float determinant]()</h3>
 		<p>
-		Computes and returns the
-		[link:https://en.wikipedia.org/wiki/Determinant determinant] of this matrix.<br /><br />
+				计算并返回矩阵的行列式[link:https://en.wikipedia.org/wiki/Determinant determinant] 。<br /><br />
 
-		Based on the method outlined [link:http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm here].
+		基于这个的方法概述[link:http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm here]。
 		</p>
 
 		<h3>[method:Boolean equals]( [param:Matrix4 m] )</h3>
-		<p>Return true if this matrix and [page:Matrix4 m] are equal.</p>
+		<p>如果矩阵[page:Matrix3 m] 与当前矩阵所有对应元素相同则返回true。</p>
 
 		<h3>[method:this extractBasis]( [param:Vector3 xAxis], [param:Vector3 yAxis], [param:Vector3 zAxis] )</h3>
 		<p>
-		Extracts the [link:https://en.wikipedia.org/wiki/Basis_(linear_algebra) basis] of this
-		matrix into the three axis vectors provided. If this matrix is:
+			将矩阵的基向量[link:https://en.wikipedia.org/wiki/Basis_(linear_algebra) basis]提取到指定的3个轴向量中。
+			如果矩阵如下:
 		<code>
 a, b, c, d,
 e, f, g, h,
 i, j, k, l,
 m, n, o, p
 		</code>
-		then the [page:Vector3 xAxis], [page:Vector3 yAxis], [page:Vector3 zAxis] will be set to:
+		然后x轴y轴z轴被设为:
 		<code>
 xAxis = (a, e, i)
 yAxis = (b, f, j)
@@ -174,58 +161,54 @@ zAxis = (c, g, k)
 
 		<h3>[method:this extractRotation]( [param:Matrix4 m] )</h3>
 		<p>
-		Extracts the rotation component of the supplied matrix [page:Matrix4 m] into this matrix's
-		rotation component.
+		将给定矩阵[page:Matrix4 m]的旋转分量提取到该矩阵的旋转分量中。
 		</p>
 
 		<h3>[method:this fromArray]( [param:Array array], [param:Integer offset] )</h3>
 		<p>
-		[page:Array array] - the array to read the elements from.<br />
-		[page:Integer offset] - ( optional ) offset into the array. Default is 0.<br /><br />
-
-		Sets the elements of this matrix based on an [page:Array array] in
-		[link:https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order column-major] format.
-		</p>
+			[page:Array array] - 用来存储设置元素数据的数组<br />
+			[page:Integer offset] - (可选参数) 数组的偏移量,默认值为 0。<br /><br />
+	
+			使用基于列优先格式[link:https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order column-major]的数组来设置该矩阵。
+			</p>
 
 		<h3>[method:this getInverse]( [param:Matrix4 m], [param:Boolean throwOnDegenerate] )</h3>
 		<p>
-		[page:Matrix4 m] - the matrix to take the inverse of.<br />
-		[page:Boolean throwOnDegenerate] - (optional) If true, throw an error if the matrix is degenerate (not invertible).<br /><br />
-
-		Set this matrix to the [link:https://en.wikipedia.org/wiki/Invertible_matrix inverse] of the passed matrix [page:Matrix4 m],
-		using the method outlined [link:http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm here].
-
-		If [page:Boolean throwOnDegenerate] is not set and the matrix is not invertible, set this to the 4x4 identity matrix.
-		</p>
+			[page:Matrix3 m] - 取逆的矩阵。<br />
+			[page:Boolean throwOnDegenerate] - (optional) 如果设置为true,如果矩阵是退化的(如果不可逆的话),则会抛出一个错误。<br /><br />
+			
+			使用逆矩阵计算方法[link:https://en.wikipedia.org/wiki/Invertible_matrix#Analytic_solution analytic method],
+			将当前矩阵设置为给定矩阵的逆矩阵[link:https://en.wikipedia.org/wiki/Invertible_matrix inverse],如果[page:Boolean throwOnDegenerate]
+			参数没有设置且给定矩阵不可逆,那么将当前矩阵设置为3X3单位矩阵。
+				</p>
 
 
 		<h3>[method:Float getMaxScaleOnAxis]()</h3>
-		<p>Gets the maximum scale value of the 3 axes.</p>
+		<p>获取3个轴方向的最大缩放值。</p>
 
 		<h3>[method:this identity]()</h3>
-		<p>Resets this matrix to the [link:https://en.wikipedia.org/wiki/Identity_matrix identity matrix].</p>
+		<p>将当前矩阵重置为单位矩阵[link:https://en.wikipedia.org/wiki/Identity_matrix identity matrix]。</p>
 
 		<h3>[method:this lookAt]( [param:Vector3 eye], [param:Vector3 center], [param:Vector3 up], )</h3>
 		<p>
-			Constructs a rotation matrix, looking from [page:Vector3 eye] towards [page:Vector3 center]
-			oriented by the [page:Vector3 up] vector.
+			构造一个旋转矩阵,从[page:Vector3 eye] 指向 [page:Vector3 center],由向量 [param:Vector3 up] 定向。
+<!--			Constructs a rotation matrix, looking from [page:Vector3 eye] towards [page:Vector3 center]
+			oriented by the [page:Vector3 up] vector.-->
 		</p>
 
 		<h3>[method:this makeRotationAxis]( [param:Vector3 axis], [param:Float theta] )</h3>
 		<p>
-		[page:Vector3 axis] — Rotation axis, should be normalized.<br />
-		[page:Float theta] — Rotation angle in radians.<br /><br />
+		[page:Vector3 axis] — 旋转轴,需要被归一化。<br />
+		[page:Float theta] — 旋转量(弧度)。<br /><br />
 
-		Sets this matrix as rotation transform around [page:Vector3 axis] by [page:Float theta] radians.<br />
+		设置当前矩阵为围绕轴 [page:Vector3 axis] 旋转量为 [page:Float theta]弧度。<br />
 
-		This is a somewhat controversial but mathematically sound alternative to rotating via [page:Quaternions].
-		See the discussion [link:http://www.gamedev.net/reference/articles/article1199.asp here].
+		这是一种有点争议但在数学上可以替代通过四元数[page:Quaternions]旋转的办法。 请参阅此处[link:http://www.gamedev.net/reference/articles/article1199.asp here]的讨论。
 		</p>
 
 		<h3>[method:this makeBasis]( [param:Vector3 xAxis], [param:Vector3 yAxis], [param:Vector3 zAxis] )</h3>
 		<p>
-		Set this to the [link:https://en.wikipedia.org/wiki/Basis_(linear_algebra) basis] matrix consisting
-		of the three provided basis vectors:
+			通过给定的三个向量设置该矩阵为基矩阵[link:https://en.wikipedia.org/wiki/Basis_(linear_algebra) basis]:
 		<code>
 xAxis.x, yAxis.x, zAxis.x, 0,
 xAxis.y, yAxis.y, zAxis.y, 0,
@@ -236,28 +219,27 @@ xAxis.z, yAxis.z, zAxis.z, 0,
 
 		<h3>[method:this makePerspective]( [param:Float left], [param:Float right], [param:Float top], [param:Float bottom], [param:Float near], [param:Float far] )</h3>
 		<p>
-			Creates a [link:https://en.wikipedia.org/wiki/3D_projection#Perspective_projection perspective projection] matrix.
-			This is used internally by [page:PerspectiveCamera.updateProjectionMatrix]()
+			创建一个透视投影矩阵[link:https://en.wikipedia.org/wiki/3D_projection#Perspective_projection perspective projection]。
+			在引擎内部由[page:PerspectiveCamera.updateProjectionMatrix]()使用。
 		</p>
 
 		<h3>[method:this makeOrthographic]( [param:Float left], [param:Float right], [param:Float top], [param:Float bottom], [param:Float near], [param:Float far] )</h3>
 		<p>
-		Creates an [link:https://en.wikipedia.org/wiki/Orthographic_projection orthographic projection] matrix.
-		This is used internally by [page:OrthographicCamera.updateProjectionMatrix]().
+			创建一个正交投影矩阵[link:https://en.wikipedia.org/wiki/Orthographic_projection orthographic projection]。
+			在引擎内部由[page:OrthographicCamera.updateProjectionMatrix]()使用。
 		</p>
 
 		<h3>[method:this makeRotationFromEuler]( [param:Euler euler] )</h3>
 		<p>
-		Sets the rotation component (the upper left 3x3 matrix) of this matrix to the rotation specified by the given [page:Euler Euler Angle].
-		The rest of the matrix is set to the identity. Depending on the [page:Euler.order order] of the [page:Euler euler], there are six possible outcomes.
-		See [link:https://en.wikipedia.org/wiki/Euler_angles#Rotation_matrix this page] for a complete list.
+		将传入的欧拉角转换为该矩阵的旋转分量(左上角的3x3矩阵)。
+		矩阵的其余部分被设为单位矩阵。根据欧拉角[page:Euler euler]的旋转顺序[page:Euler.order order],总共有六种可能的结果。
+		详细信息,请参阅本页[link:https://en.wikipedia.org/wiki/Euler_angles#Rotation_matrix this page]。
 		</p>
 
 		<h3>[method:this makeRotationFromQuaternion]( [param:Quaternion q] )</h3>
 		<p>
-		Sets the rotation component of this matrix to the rotation specified by [page:Quaternion q], as outlined
-		[link:https://en.wikipedia.org/wiki/Rotation_matrix#Quaternion here].
-		The rest of the matrix is set to the identity. So, given [page:Quaternion q] = w + xi + yj + zk, the resulting matrix will be:
+		将这个矩阵的旋转分量设置为四元数[page:Quaternion q]指定的旋转,如下链接所诉[link:https://en.wikipedia.org/wiki/Rotation_matrix#Quaternion here]。
+		矩阵的其余部分被设为单位矩阵。因此,给定四元数[page:Quaternion q] = w + xi + yj + zk,得到的矩阵为:
 		<code>
 1-2y²-2z²    2xy-2zw    2xz+2yw    0
 2xy+2zw      1-2x²-2z²  2yz-2xw    0
@@ -269,9 +251,9 @@ xAxis.z, yAxis.z, zAxis.z, 0,
 		<h3>[method:this makeRotationX]( [param:Float theta] )</h3>
 		<p>
 		[page:Float theta] — Rotation angle in radians.<br /><br />
-
-		Sets this matrix as a rotational transformation around the X axis by [page:Float theta] (&theta;) radians.
-		The resulting matrix will be:
+		
+		把该矩阵设置为绕x轴旋转弧度[page:Float theta] (&theta;)大小的矩阵。
+		结果如下:
 		<code>
 1 0      0        0
 0 cos(&theta;) -sin(&theta;)  0
@@ -284,8 +266,8 @@ xAxis.z, yAxis.z, zAxis.z, 0,
 		<p>
 		[page:Float theta] — Rotation angle in radians.<br /><br />
 
-		Sets this matrix as a rotational transformation around the Y axis by [page:Float theta] (&theta;) radians.
-		The resulting matrix will be:
+		把该矩阵设置为绕Y轴旋转弧度[page:Float theta] (&theta;)大小的矩阵。
+		结果如下:
 		<code>
 cos(&theta;)  0 sin(&theta;) 0
 0       1 0      0
@@ -298,8 +280,8 @@ cos(&theta;)  0 sin(&theta;) 0
 		<p>
 		[page:Float theta] — Rotation angle in radians.<br /><br />
 
-		Sets this matrix as a rotational transformation around the Z axis by [page:Float theta] (&theta;) radians.
-		The resulting matrix will be:
+		把该矩阵设置为绕z轴旋转弧度[page:Float theta] (&theta;)大小的矩阵。
+		结果如下:
 		<code>
 cos(&theta;) -sin(&theta;) 0 0
 sin(&theta;) cos(&theta;)  0 0
@@ -310,11 +292,11 @@ sin(&theta;) cos(&theta;)  0 0
 
 		<h3>[method:this makeScale]( [param:Float x], [param:Float y], [param:Float z] )</h3>
 		<p>
-			[page:Float x] - the amount to scale in the X axis.<br />
-			[page:Float y] - the amount to scale in the Y axis.<br />
-			[page:Float z] - the amount to scale in the Z axis.<br /><br />
+			[page:Float x] - 在X轴方向的缩放比。<br />
+			[page:Float y] - 在Y轴方向的缩放比。<br />
+			[page:Float z] - 在Z轴方向的缩放比。<br /><br />
 
-			Sets this matrix as scale transform:
+			将这个矩阵设置为缩放变换:
 			<code>
 x, 0, 0, 0,
 0, y, 0, 0,
@@ -325,11 +307,11 @@ x, 0, 0, 0,
 
 		<h3>[method:this makeShear]( [param:Float x], [param:Float y], [param:Float z] )</h3>
 		<p>
-		[page:Float x] - the amount to shear in the X axis.<br />
-		[page:Float y] - the amount to shear in the Y axis.<br />
-		[page:Float z] - the amount to shear in the Z axis.<br /><br />
+		[page:Float x] - 在X轴上剪切的量。<br />
+		[page:Float y] - 在Y轴上剪切的量。<br />
+		[page:Float z] - 在Z轴上剪切的量。<br /><br />
 
-		Sets this matrix as a shear transform:
+		将此矩阵设置为剪切变换:
 <code>
 1, y, z, 0,
 x, 1, z, 0,
@@ -340,11 +322,11 @@ x, y, 1, 0,
 
 		<h3>[method:this makeTranslation]( [param:Float x], [param:Float y], [param:Float z] )</h3>
 		<p>
-			[page:Float x] - the amount to translate in the X axis.<br />
-			[page:Float y] - the amount to translate in the Y axis.<br />
-			[page:Float z] - the amount to translate in the Z axis.<br /><br />
+			[page:Float x] - 在X轴上的平移量。<br />
+			[page:Float y] - 在Y轴上的平移量。<br />
+			[page:Float z] - 在Z轴上的平移量。<br /><br />
 
-		Sets this matrix as a translation transform:
+		设置该矩阵为平移变换:
 		<code>
 1, 0, 0, x,
 0, 1, 0, y,
@@ -354,37 +336,35 @@ x, y, 1, 0,
 		</p>
 
 		<h3>[method:this multiply]( [param:Matrix4 m] )</h3>
-		<p>Post-multiplies this matrix by [page:Matrix4 m].</p>
+		<p>将当前矩阵乘以矩阵[page:Matrix4 m]。</p>
 
 		<h3>[method:this multiplyMatrices]( [param:Matrix4 a], [param:Matrix4 b] )</h3>
-		<p>Sets this matrix to [page:Matrix4 a] x [page:Matrix4 b].</p>
+		<p>设置当前矩阵为矩阵[page:Matrix4 a] x 矩阵[page:Matrix4 b]。</p>
 
 		<h3>[method:this multiplyScalar]( [param:Float s] )</h3>
-		<p>Multiplies every component of the matrix by a scalar value [page:Float s].</p>
+		<p>当前矩阵所有的元素乘以该缩放值*s*</p>
 
 		<h3>[method:this premultiply]( [param:Matrix4 m] )</h3>
-		<p>Pre-multiplies this matrix by [page:Matrix4 m].</p>
+		<p>将矩阵[page:Matrix4 m]乘以当前矩阵。</p>
 
 		<h3>[method:this scale]( [param:Vector3 v] )</h3>
-		<p>Multiplies the columns of this matrix by vector [page:Vector3 v].</p>
+		<p>将该矩阵的列向量乘以对应向量[page:Vector3 v]的分量。</p>
 
 		<h3>[method:this set]( [param:Float n11], [param:Float n12], [param:Float n13], [param:Float n14], [param:Float n21], [param:Float n22], [param:Float n23], [param:Float n24], [param:Float n31], [param:Float n32], [param:Float n33], [param:Float n34], [param:Float n41], [param:Float n42], [param:Float n43], [param:Float n44] )</h3>
 		<p>
-			Set the [page:.elements elements] of this matrix to the supplied row-major values [page:Float n11],
-			[page:Float n12], ... [page:Float n44].
+			以行优先的格式将传入的数值设置给该矩阵中的元素[page:.elements elements]。
 		</p>
 
 		<h3>[method:this setPosition]( [param:Vector3 v] )</h3>
 		<p>
-			Sets the position component for this matrix from vector [page:Vector3 v], without affecting the
-			rest of the matrix - i.e. if the matrix is currently:
+			取传入参数[param:Vector3 v]中值设置该矩阵的位置分量,不影响该矩阵的其余部分——即,如果该矩阵当前为:
 <code>
 a, b, c, d,
 e, f, g, h,
 i, j, k, l,
 m, n, o, p
 </code>
-This becomes:
+变成:
 <code>
 a, b, c, v.x,
 e, f, g, v.y,
@@ -395,17 +375,16 @@ m, n, o, p
 
 		<h3>[method:Array toArray]( [param:Array array], [param:Integer offset] )</h3>
 		<p>
-		[page:Array array] - (optional) array to store the resulting vector in.<br />
-		[page:Integer offset] - (optional) offset in the array at which to put the result.<br /><br />
+		[page:Array array] - (可选参数) 存储矩阵元素的数组,如果未指定会创建一个新的数组。<br />
+		[page:Integer offset] -  (可选参数) 存放矩阵元素数组的偏移量。<br /><br />
 
-		Writes the elements of this matrix to an array in
-		[link:https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order column-major] format.
+		使用列优先[link:https://en.wikipedia.org/wiki/Row-_and_column-major_order#Column-major_order column-major]格式将此矩阵的元素写入数组中。
 		</p>
 
 		<h3>[method:this transpose]()</h3>
-		<p>[link:https://en.wikipedia.org/wiki/Transpose Transposes] this matrix.</p>
+		<p>将该矩阵转置[link:https://en.wikipedia.org/wiki/Transpose Transposes]</p>
 
-		<h2>Source</h2>
+		<h2>源码(Source</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>

+ 1 - 1
docs/api/zh/math/Plane.html

@@ -8,7 +8,7 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		<h1>[name]</h1>
+		<h1>平面([name]</h1>
 
 		<p class="desc">
 			A two dimensional surface that extends infinitely in 3d space, represented in [link:http://mathworld.wolfram.com/HessianNormalForm.html Hessian normal form]