Sfoglia il codice sorgente

Translate some files in extras and math floder.

gogoend 6 anni fa
parent
commit
dc928be6d0

+ 18 - 16
docs/api/zh/extras/core/Font.html

@@ -8,53 +8,55 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		<h1>[name]</h1>
+		<h1>字体([name]</h1>
 
 		<p class="desc">
-		Create a set of [page:Shape Shapes] representing a font loaded in JSON format.<br /><br />
+		以JSON格式,创建一系列的[page:Shape Shape](形状)来表示一个字体。
+		<br /><br />
 
-		This is used internally by the [page:FontLoader].
+		该类在内部由[page:FontLoader]所使用。
 		</p>
 
-		<h2>Examples</h2>
+		<h2>示例</h2>
 
 		<p>
 		[example:webgl_geometry_text_shapes geometry / text / shapes ]<br/>
 		[example:webgl_shaders_vector vector / text ]<br/>
 		</p>
 
-		<h2>Constructor</h2>
+		<h2>构造函数</h2>
 
 		<h3>[name]( data )</h3>
 		<p>
-		data -- JSON data representing the font.<br /><br />
+		data -- 表示字体的JSON数据。<br /><br />
 
-		This constructor creates a new [name], which is an array of [page:Shape Shapes].
+		这一构造函数创建一个新的[name],它是一个[page:Shape Shapes]数组。
 		</p>
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 		<h3>[property:array data]</h3>
-		<p>The JSON data passed in the constructor.</p>
+		<p>传入到构造函数的JSON数据。</p>
 
 		<h3>[property:Boolean isFont]</h3>
 		<p>
-			Used to check whether this or derived classes are fonts. Default is *true*.<br /><br />
+			用于检查该类或者其派生类是否为字体。默认值为*true*。
+			<br /><br />
 
-			You should not change this, as it used internally by the renderer for optimisation.
+			你不应当对这一属性进行改变,它在内部由渲染器所使用,以用于优化。
 		</p>
 
-		<h2>Methods</h2>
+		<h2>方法</h2>
 
 		<h3>[method:null generateShapes]( [param:String text], [param:Float size] )</h3>
 		<p>
-			[page:String text] -- string of text.<br />
-			[page:Float size] -- (optional) scale for the [page:Shape Shapes]. Default is *100*.<br />
+			[page:String text] -- 文本字符串。<br />
+			[page:Float size] -- (可选)[page:Shape Shapes]的缩放,默认值为*100*。<br />
 
-			Creates an array of [page:Shape Shapes] representing the text in the font.
+			创建一个[page:Shape Shapes]数组,表示使用字体的文本。
 		</p>
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>

+ 21 - 22
docs/api/zh/extras/core/Shape.html

@@ -10,11 +10,11 @@
 	<body>
 		[page:Path] &rarr;
 
-		<h1>[name]</h1>
+		<h1>形状([name]</h1>
 
 		<p class="desc">
-		Defines an arbitrary 2d shape plane using paths with optional holes. It can be used with [page:ExtrudeGeometry],
-		[page:ShapeGeometry], to get points, or to get triangulated faces.
+		使用路径以及可选的孔洞来定义一个二维形状平面。
+		它可以和[page:ExtrudeGeometry]、[page:ShapeGeometry]一起使用,获取点,或者获取三角面。
 		</p>
 
 		<code>
@@ -35,7 +35,7 @@
 		var mesh = new THREE.Mesh( geometry, new THREE.MeshPhongMaterial() );
 		</code>
 
-		<h2>Examples</h2>
+		<h2>示例</h2>
 
 		<p>
 		[example:webgl_geometry_shapes geometry / shapes ]<br/>
@@ -44,57 +44,56 @@
 		</p>
 
 
-		<h2>Constructor</h2>
+		<h2>构造函数</h2>
 
 
 		<h3>[name]( [param:Array points] )</h3>
 		<p>
-		points -- (optional) array of [page:Vector2 Vector2s].<br /><br />
+		points -- (optional) 一个[page:Vector2 Vector2]数组。<br /><br />
 
-		Creates a Shape from the points. The first point defines the offset, then successive points
-		are added to the [page:CurvePath.curves curves] array as [page:LineCurve LineCurves].<br /><br />
+		从点来创建一个Shape。第一个点定义了偏移量,
+		接下来的点被作为[page:LineCurve LineCurves]加入到[page:CurvePath.curves curves]中。<br /><br />
 
-		If no points are specified, an empty shape is created and the [page:.currentPoint] is set to
-		the origin.
+		如果没有点被指定,一个空的形状将会被创建,且[page:.currentPoint]将会被设为原点。
 		</p>
 
 
-		<h2>Properties</h2>
-		<p>See the base [page:Path] class for common properties.</p>
+		<h2>属性</h2>
+		<p>请参阅其基类[page:Path]来了解共有属性。</p>
 
 		<h3>[property:String uuid]</h3>
 		<p>
-		[link:http://en.wikipedia.org/wiki/Universally_unique_identifier UUID] of this instance. This gets automatically assigned, so this shouldn't be edited.
+		该类所创建的实例的[link:http://en.wikipedia.org/wiki/Universally_unique_identifier UUID]。它是自动被指定的,因此它不应当被编辑、更改。
 		</p>
 
 		<h3>[property:array holes]</h3>
-		<p>An array of [page:Path paths] that define the holes in the shape.</p>
+		<p>一个[page:Path paths]数组,定义了形状上的孔洞。</p>
 
-		<h2>Methods</h2>
-		<p>See the base [page:Path] class for common methods.</p>
+		<h2>方法</h2>
+		<p>请参阅其基类[page:Path]来了解共有方法。</p>
 
 		<h3>[method:Array extractPoints]( [param:Integer divisions] )</h3>
 		<p>
-		divisions -- The fineness of the result.<br /><br />
+		divisions -- 结果的精细程度(细分数)。<br /><br />
 
-		Call [page:Curve.getPoints getPoints] on the shape and the [page:.holes] array, and return an object of the form:
+		在形状以及[page:.holes](孔洞)数组上调用[page:Curve.getPoints getPoints],并返回一个来自于:
 		<code>
 {
 	shape
 	holes
 }
 		</code>
-		where shape and holes are arrays of [page:Vector2 Vector2s].
+		的对象,其中的形状和孔洞是[page:Vector2 Vector2]数组。
 		</p>
 
 		<h3>[method:Array getPointsHoles]( [param:Integer divisions] )</h3>
 		<p>
-		divisions -- The fineness of the result.<br /><br />
+		divisions -- 结果的精细程度(细分数)。<br /><br />
 
-		Get an array of [page:Vector2 Vector2s] that represent the holes in the shape.
+		获取一个表示形状上的孔洞的[page:Vector2 Vector2s]数组。
 		</p>
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>

+ 28 - 29
docs/api/zh/extras/core/ShapePath.html

@@ -10,81 +10,80 @@
 	<body>
 		[page:CurvePath] &rarr;
 
-		<h1>[name]</h1>
+		<h1>形状路径([name]</h1>
 
 		<p class="desc">
-		This class is used to convert a series of shapes to an array of [page:Path]s, for example an SVG shape to a
-		path (see the example below). It is used internally by [page:Font] to convert a font in JSON format to a
-		series of paths.
+		该类用于转换一系列的形状为一个[page:Path]数组,例如转换SVG中的Path为three.js中的Path(请参阅下方的example)。
+		在内部它由[page:Font]所使用,用于将JSON字体转换为一系列路径。
 		</p>
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 		[example:webgl_geometry_extrude_shapes2 geometry / extrude / shapes2]
 
-		<h2>Constructor</h2>
+		<h2>构造函数</h2>
 
 
 		<h3>[name](  )</h3>
 		<p>
-		Creates a new ShapePath. Unlike a [page:Path], no points are passed in as the ShapePath is designed to
-		be generated after creation.
+		创建一个新的ShapePath。和[page:Path]不同,因为ShapePath被设计为在创建之后生成,所以没有点被传入到构造函数中。
 		</p>
 
 
-		<h2>Properties</h2>
+		<h2>P属性</h2>
 
 		<h3>[property:array subPaths]</h3>
 		<p>
-		Array of [page:Path]s.
+		[page:Path]数组。
 		</p>
 
 		<h3>[property:array currentPath]</h3>
 		<p>
-		The current [page:Path] that is being generated.
+		当前将要被生成的路径。
 		</p>
 
-		<h2>Methods</h2>
+		<h2>方法</h2>
 
 		<h3>[method:null moveTo]( [param:Float x], [param:Float y] )</h3>
 		<p>
-		Starts a new [page:Path] and calls [page:Path.moveTo]( x, y ) on that [page:Path].
-		Also points [page:ShapePath.currentPath currentPath] to that [page:Path].
+		创建一个新的[page:Path],并在[page:Path]上调用[page:Path.moveTo]( x, y )。
 		</p>
 
 		<h3>[method:null lineTo]( [param:Float x], [param:Float y] )</h3>
-		<p>This creates a line from the [page:ShapePath.currentPath currentPath]'s
-			offset to X and Y and updates the offset to X and Y.</p>
+		<p>这一方法从[page:ShapePath.currentPath currentPath](当前路径)的偏移量创建一条到X和Y的线,并将偏移量更新为X和Y。
+		</p>
 
 		<h3>[method:null quadraticCurveTo]( [param:Float cpX], [param:Float cpY], [param:Float x], [param:Float y] )</h3>
-		<p>This creates a quadratic curve from the [page:ShapePath.currentPath currentPath]'s
-			offset to x and y with cpX and cpY as control point and updates the [page:ShapePath.currentPath currentPath]'s
-			offset to x and y.</p>
+		<p>这一方法从[page:ShapePath.currentPath currentPath](当前路径)创建一条到X和Y的二次曲线,cpX和cpY作为控制点,
+			并将[page:ShapePath.currentPath currentPath]的偏移量更新为x和y。
+		</p>
 
 		<h3>[method:null bezierCurveTo]( [param:Float cp1X], [param:Float cp1Y], [param:Float cp2X], [param:Float cp2Y], [param:Float x], [param:Float y] )</h3>
-		<p>This creates a bezier curve from the [page:ShapePath.currentPath currentPath]'s
-			 offset to x and y with cp1X, cp1Y and cp1X, cp1Y as control points and updates the
-			 [page:ShapePath.currentPath currentPath]'s offset to x and y.</p>
+		<p>
+			这一方法从[page:ShapePath.currentPath currentPath](当前路径)的偏移量创建一条到X和Y的贝塞尔曲线,
+			cp1X、cp1Y和cp1X、cp1Y为控制点,并将[page:ShapePath.currentPath currentPath]的偏移量更新为x和y。
+		</p>
 
 		<h3>[method:null splineThru] ( [param:Array points] ) </h3>
-		<p>points - An array of [page:Vector2]s</p>
-		<p>Connects a new [page:SplineCurve] onto the [page:ShapePath.currentPath currentPath].</p>
+		<p>points - 一个[page:Vector2]数组。</p>
+		<p>
+			连接一个新的[page:SplineCurve](样条曲线)到[page:ShapePath.currentPath currentPath](当前路径)。</p>
 
 
 		<h3>[method:Array toShapes]( [param:Boolean isCCW], [param:Boolean noHoles] )</h3>
 		<p>
-		isCCW -- Changes how solids and holes are generated<br/>
-		noHoles -- Whether or not to generate holes
+		isCCW -- 更改实体形状和孔洞的生成方式。<br/>
+		noHoles -- 是否创建孔洞。
 		</p>
 		<p>
-		Converts the [page:ShapePath.subPaths subPaths] array into an array of Shapes. By default solid shapes are defined clockwise (CW) and holes are defined counterclockwise (CCW). If isCCW is set to true,
-		then those are flipped. If the parameter noHoles is set to true then all paths are set as solid shapes and isCCW is ignored.
+		将[page:ShapePath.subPaths subPaths]数组转换为到Shapes数组。默认情况下,实体形状按照顺时针(CW)来定义,孔洞按照逆时针(CCW)来定义。
+		如果isCCW被设置为true,则孔洞和实体形状的定义将被反转。如果noHoles参数设置为true,则所有路径将被设置为实体形状,isCCW将被忽略。
 		<br/>
 
 		</p>
 
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/extras/core/Path.js src/extras/core/Path.js]
 	</body>

+ 7 - 7
docs/api/zh/extras/curves/ArcCurve.html

@@ -10,22 +10,22 @@
 	<body>
 		[page:EllipseCurve] &rarr;
 
-		<h1>[name]</h1>
+		<h1>弧线([name]</h1>
 
-		<p class="desc">Alias for [page:EllipseCurve]</p>
+		<p class="desc">[page:EllipseCurve]的别名</p>
 
-		<h2>Properties</h2>
-		<p>See the [page:EllipseCurve] class for common properties.</p>
+		<h2>属性</h2>
+		<p>请参阅[page:EllipseCurve]来了解共有属性。</p>
 
 		<h3>[property:Boolean isArcCurve]</h3>
 		<p>
-			Used to check whether this or derived classes are ArcCurves. Default is *true*.<br /><br />
+			用于检查该类或者其派生类是否为ArcCurves(弧线)。默认值为*true*。<br /><br />
 
-			You should not change this, as it used internally for optimisation.
+			你不应当对这一属性进行改变,它在内部使用,以用于优化。
 		</p>
 
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>

+ 19 - 18
docs/api/zh/extras/curves/CatmullRomCurve3.html

@@ -12,10 +12,11 @@
 
 		<h1>[name]</h1>
 
-		<p class="desc">Create a smooth 3d spline curve from a series of points using the
-			[link:https://en.wikipedia.org/wiki/Centripetal_Catmull-Rom_spline Catmull-Rom] algorithm.</p>
+		<p class="desc">
+			使用[link:https://en.wikipedia.org/wiki/Centripetal_Catmull-Rom_spline Catmull-Rom]算法,
+			从一系列的点创建一条光滑的三维样条曲线。</p>
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 <code>
 //Create a closed wavey loop
@@ -39,42 +40,42 @@ var curveObject = new THREE.Line( geometry, material );
 		<h3>[example:webgl_geometry_extrude_splines geometry / extrude / splines]</h3>
 
 
-		<h2>Constructor</h2>
+		<h2>构造函数</h2>
 
 		<h3>[name]( [param:Array points], [param:Boolean closed], [param:String curveType], [param:Float tension] )</h3>
 		<p>
-			points – An array of [page:Vector3] points<br/>
-			closed – Whether the curve is closed. Default is *false*.<br/>
-			curveType – Type of the curve. Default is *centripetal*.<br/>
-			tension – Tension of the curve. Default is *0.5*.
+			points – [page:Vector3]点数组<br/>
+			closed – 该曲线是否闭合,默认值为false。<br/>
+			curveType – 曲线的类型,默认值为*centripetal*。<br/>
+			tension – 曲线的张力,默认为*0.5*。
 		</p>
 
 
-		<h2>Properties</h2>
-		<p>See the base [page:Curve] class for common properties.</p>
+		<h2>属性</h2>
+		<p>请参阅其基类[page:Curve]来了解共有属性。</p>
 
 		<h3>[property:Boolean isCatmullRomCurve3]</h3>
 		<p>
-			Used to check whether this or derived classes are CatmullRomCurve3s. Default is *true*.<br /><br />
+			用于检查该类或者其派生类是否为CatmullRomCurve3。默认值为*true*。<br /><br />
 
-			You should not change this, as it used internally for optimisation.
+			你不应当对这一属性进行改变,它在内部使用,以用于优化。
 		</p>
 
 		<h3>[property:Array points]</h3>
-		<p>The array of [page:Vector3] points that define the curve. It needs at least two entries.</p>
+		<p>定义了这一曲线的[page:Vector3]点数组,数组中至少需要两个点。</p>
 
 		<h3>[property:Boolean closed]</h3>
-		<p>The curve will loop back onto itself when this is true.</p>
+		<p>当该值为true时,曲线将会闭合(环回自身)。</p>
 
 		<h3>[property:String curveType]</h3>
-		<p>Possible values are *centripetal*, *chordal* and *catmullrom*.</p>
+		<p>可能的值为*centripetal*、*chordal*和*catmullrom*。</p>
 
 		<h3>[property:float tension]</h3>
-		<p>When [page:.type] is *catmullrom*, defines catmullrom's tension.</p>
+		<p>当[page:.type]为*catmullrom*时,定义catmullrom的张力。</p>
 
 
-		<h2>Methods</h2>
-		<p>See the base [page:Curve] class for common methods.</p>
+		<h2>方法</h2>
+		<p>请参阅其基类[page:Curve]来了解共有方法。</p>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>

+ 22 - 21
docs/api/zh/extras/curves/CubicBezierCurve.html

@@ -10,15 +10,15 @@
 	<body>
 		[page:Curve] &rarr;
 
-		<h1>[name]</h1>
+		<h1>二维三次贝塞尔曲线([name]</h1>
 
 		<p class="desc">
-			Create a smooth 2d
-			<a href="http://en.wikipedia.org/wiki/B%C3%A9zier_curve#mediaviewer/File:Bezier_curve.svg" target="_blank">cubic bezier curve</a>,
-			defined by a start point, endpoint and two control points.
+			创建一条光滑的二维
+			<a href="http://en.wikipedia.org/wiki/B%C3%A9zier_curve#mediaviewer/File:Bezier_curve.svg" target="_blank">三次贝塞尔曲线</a>,
+			由起点、终点和两个控制点所定义。
 		</p>
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 <code>
 var curve = new THREE.CubicBezierCurve(
@@ -37,44 +37,45 @@ var material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
 var curveObject = new THREE.Line( geometry, material );
 </code>
 
-		<h2>Constructor</h2>
+		<h2>构造函数</h2>
 
 
 		<h3>[name] ( [param:Vector2 v0], [param:Vector2 v1], [param:Vector2 v2], [param:Vector2 v3] )</h3>
 		<p>
-			[page:Vector2 v0] – The starting point.<br/>
-			[page:Vector2 v1] – The first control point.<br/>
-			[page:Vector2 v2] – The second control point.<br/>
-			[page:Vector2 v3] – The ending point.
+			[page:Vector2 v0] – 起点<br/>
+			[page:Vector2 v1] – 第一个控制点<br/>
+			[page:Vector2 v2] – 第二个控制点<br/>
+			[page:Vector2 v3] – 终点
 		</p>
 
-		<h2>Properties</h2>
-		<p>See the base [page:Curve] class for common properties.</p>
+		<h2>属性</h2>
+		<p>请参阅其基类[page:Curve]来了解共有属性。</p>
 
 		<h3>[property:Boolean isCubicBezierCurve]</h3>
 		<p>
-			Used to check whether this or derived classes are CubicBezierCurves. Default is *true*.<br /><br />
+			
+			用于检查该类或者其派生类是否为CubicBezierCurves。默认值为*true*。<br /><br />
 
-			You should not change this, as it used internally for optimisation.
+			你不应当对这一属性进行改变,它在内部使用,以用于优化。
 		</p>
 
 		<h3>[property:Vector2 v0]</h3>
-		<p>The starting point.</p>
+		<p>起点</p>
 
 		<h3>[property:Vector2 v1]</h3>
-		<p>The first control point.</p>
+		<p>第一个控制点</p>
 
 		<h3>[property:Vector2 v2]</h3>
-		<p>The second control point.</p>
+		<p>第二个控制点</p>
 
 		<h3>[property:Vector2 v3]</h3>
-		<p>The ending point.</p>
+		<p>终点</p>
 
 
-		<h2>Methods</h2>
-		<p>See the base [page:Curve] class for common Methods.</p>
+		<h2>方法</h2>
+		<p>请参阅其基类[page:Curve]来了解共有方法。</p>
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>

+ 25 - 25
docs/api/zh/extras/curves/CubicBezierCurve3.html

@@ -10,15 +10,15 @@
 	<body>
 		[page:Curve] &rarr;
 
-		<h1>[name]</h1>
+		<h1>三维三次贝塞尔曲线[name]</h1>
 
 		<p class="desc">
-			Create a smooth 3d
-			<a href="http://en.wikipedia.org/wiki/B%C3%A9zier_curve#mediaviewer/File:Bezier_curve.svg" target="_blank">cubic bezier curve</a>,
-			defined by a start point, endpoint and two control points.
+			创建一条光滑的三维
+			<a href="http://en.wikipedia.org/wiki/B%C3%A9zier_curve#mediaviewer/File:Bezier_curve.svg" target="_blank">三次贝塞尔曲线</a>,
+			由起点、终点和两个控制点所定义。
 		</p>
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 <code>
 var curve = new THREE.CubicBezierCurve3(
@@ -38,44 +38,44 @@ var curveObject = new THREE.Line( geometry, material );
 
 </code>
 
-		<h2>Constructor</h2>
+		<h2>构造函数</h2>
 
 
 		<h3>[name]( [param:Vector3 v0], [param:Vector3 v1], [param:Vector3 v2], [param:Vector3 v3] )</h3>
 		<p>
-			[page:Vector3 v0] – The starting point.<br/>
-			[page:Vector3 v1] – The first control point.<br/>
-			[page:Vector3 v2] – The second control point.<br/>
-			[page:Vector3 v3] – The ending point.
+			[page:Vector3 v0] – 起点<br/>
+			[page:Vector3 v1] – 第一个控制点<br/>
+			[page:Vector3 v2] – 第二个控制点<br/>
+			[page:Vector3 v3] – 终点
 		</p>
 
-		<h2>Properties</h2>
-		<p>See the base [page:Curve] class for common properties.</p>
+		<h2>属性</h2>
+		<p>请参阅其基类[page:Curve]来了解共有属性。</p>
 
 		<h3>[property:Boolean isCubicBezierCurve3]</h3>
 		<p>
-			Used to check whether this or derived classes are CubicBezierCurve3s. Default is *true*.<br /><br />
+			用于检查该类或者其派生类是否为CubicBezierCurves3。默认值为*true*。<br /><br />
 
-			You should not change this, as it used internally for optimisation.
+			你不应当对这一属性进行改变,它在内部使用,以用于优化。
 		</p>
 
-		<h3>[property:Vector2 v0]</h3>
-		<p>The starting point.</p>
+		<h3>[property:Vector3 v0]</h3>
+		<p>起点</p>
 
-		<h3>[property:Vector2 v1]</h3>
-		<p>The first control point.</p>
+		<h3>[property:Vector3 v1]</h3>
+		<p>第一个控制点</p>
 
-		<h3>[property:Vector2 v2]</h3>
-		<p>The second control point.</p>
+		<h3>[property:Vector3 v2]</h3>
+		<p>第二个控制点</p>
 
-		<h3>[property:Vector2 v3]</h3>
-		<p>The ending point.</p>
+		<h3>[property:Vector3 v3]</h3>
+		<p>终点</p>
 
 
-		<h2>Methods</h2>
-		<p>See the base [page:Curve] class for common Methods.</p>
+		<h2>方法</h2>
+		<p>请参阅其基类[page:Curve]来了解共有方法。</p>
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>

+ 19 - 19
docs/api/zh/extras/curves/QuadraticBezierCurve3.html

@@ -10,15 +10,15 @@
 	<body>
 		[page:Curve] &rarr;
 
-		<h1>[name]</h1>
+		<h1>三维二次贝塞尔曲线[name]</h1>
 
 		<p class="desc">
-			Create a smooth 3d
-			<a href="http://en.wikipedia.org/wiki/B%C3%A9zier_curve#mediaviewer/File:B%C3%A9zier_2_big.gif" target="_blank">quadratic bezier curve</a>,
-			defined by a startpoint, endpoint and a single control point.
+			创建一条光滑的三维
+			<a href="http://en.wikipedia.org/wiki/B%C3%A9zier_curve#mediaviewer/File:B%C3%A9zier_2_big.gif" target="_blank">二次贝塞尔曲线</a>,
+			由起点、终点和一个控制点所定义。
 		</p>
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 <code>
 var curve = new THREE.QuadraticBezierCurve3(
@@ -36,41 +36,41 @@ var material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
 var curveObject = new THREE.Line( geometry, material );
 </code>
 
-		<h2>Constructor</h2>
+		<h2>构造函数</h2>
 
 
 		<h3>[name]( [param:Vector3 v0], [param:Vector3 v1], [param:Vector3 v2] )</h3>
 		<p>
-			[page:Vector3 v0] – The starting point<br/>
-			[page:Vector3 v1] – The middle control point<br/>
-			[page:Vector3 v2] – The ending point<br/>
+			[page:Vector3 v0] – 起点<br/>
+			[page:Vector3 v1] – 中间的控制点<br/>
+			[page:Vector3 v2] – 终点<br/>
 		</p>
 
 
 
-		<h2>Properties</h2>
-		<p>See the base [page:Curve] class for common properties.</p>
+		<h2>属性</h2>
+		<p>请参阅其基类[page:Curve]来了解共有属性。</p>
 
 		<h3>[property:Boolean isQuadraticBezierCurve3]</h3>
 		<p>
-			Used to check whether this or derived classes are QuadraticBezierCurve3s. Default is *true*.<br /><br />
+			用于检查该类或者其派生类是否为QuadraticBezierCurve3。默认值为*true*。<br /><br />
 
-			You should not change this, as it used internally for optimisation.
+			你不应当对这一属性进行改变,它在内部使用,以用于优化。
 		</p>
 
 		<h3>[property:Vector3 v0]</h3>
-		<p>The startpoint.</p>
+		<p>起点</p>
 
 		<h3>[property:Vector3 v1]</h3>
-		<p>The control point.</p>
+		<p>控制点</p>
 
 		<h3>[property:Vector3 v2]</h3>
-		<p>The endpoint.</p>
+		<p>终点</p>
 
-		<h2>Methods</h2>
-		<p>See the base [page:Curve] class for common methods.</p>
+		<h2>方法</h2>
+		<p>请参阅其基类[page:Curve]来了解共有方法。</p>
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>

+ 13 - 14
docs/api/zh/extras/curves/SplineCurve.html

@@ -10,14 +10,13 @@
 	<body>
 		[page:Curve] &rarr;
 
-		<h1>[name]</h1>
+		<h1>样条曲线([name]</h1>
 
 		<p class="desc">
-		Create a smooth 2d spline curve from a series of points. Internally this uses
-		[page:Interpolations.CatmullRom] to create the curve.
+			从一系列的点中,创建一个平滑的二维样条曲线。内部使用[page:Interpolations.CatmullRom]来创建曲线。
 		</p>
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 <code>
 // Create a sine-like wave
@@ -38,34 +37,34 @@ var material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
 var splineObject = new THREE.Line( geometry, material );
 </code>
 
-		<h2>Constructor</h2>
+		<h2>构造函数</h2>
 
 
 		<h3>[name]( [param:Array points] )</h3>
-		<p>points – An array of [page:Vector2] points that define the curve.</p>
+		<p>points – 定义曲线的[page:Vector2]点的数组。</p>
 
 
-		<h2>Properties</h2>
-		<p>See the base [page:Curve] class for common properties.</p>
+		<h2>属性</h2>
+		<p>请参阅其基类[page:Curve]来了解共有属性。</p>
 
 		<h3>[property:Boolean isSplineCurve]</h3>
 		<p>
-			Used to check whether this or derived classes are SplineCurves. Default is *true*.<br /><br />
+			用于检查该类或者其派生类是否为样条曲线。默认值为*true*。<br /><br />
 
-			You should not change this, as it used internally for optimisation.
+			你不应当对这一属性进行改变,它在内部使用,以用于优化。
 		</p>
 
 		<h3>[property:Array points]</h3>
-		<p>The array of [page:Vector2] points that define the curve.</p>
+		<p>定义这一曲线的[page:Vector2]点的数组。</p>
 
 
 
-		<h2>Methods</h2>
-		<p>See the base [page:Curve] class for common methods.</p>
+		<h2>方法</h2>
+		<p>请参阅其基类[page:Curve]来了解共有方法。</p>
 
 
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>

+ 7 - 7
docs/api/zh/geometries/ParametricBufferGeometry.html

@@ -10,9 +10,9 @@
 	<body>
 		[page:BufferGeometry] &rarr;
 
-		<h1>[name]</h1>
+		<h1>参数化缓冲几何体([name]</h1>
 
-		<p class="desc">Generate geometry representing a parametric surface.</p>
+		<p class="desc">生成由参数表示其表面的几何体。</p>
 
 		<iframe id="scene" src="scenes/geometry-browser.html#ParametricBufferGeometry"></iframe>
 
@@ -32,7 +32,7 @@
 
 		</script>
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 		<code>
 		var geometry = new THREE.ParametricBufferGeometry( THREE.ParametricGeometries.klein, 25, 25 );
@@ -42,7 +42,7 @@
 		</code>
 
 
-		<h2>Constructor</h2>
+		<h2>构造函数</h2>
 
 
 		<h3>[name]([param:Function func], [param:Integer slices], [param:Integer stacks])</h3>
@@ -52,15 +52,15 @@
 		stacks — The count of stacks to use for the parametric function
 		</p>
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 		<h3>[property:Object parameters]</h3>
 		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
+		一个包含着构造函数中每个参数的对象。在对象实例化之后,对该属性的任何修改都不会改变这个几何体。
 		</p>
 
 
-		<h2>Source</h2>
+		<h2>方法</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/ParametricGeometry.js src/geometries/ParametricGeometry.js]
 	</body>

+ 7 - 7
docs/api/zh/geometries/ParametricGeometry.html

@@ -10,9 +10,9 @@
 	<body>
 		[page:Geometry] &rarr;
 
-		<h1>[name]</h1>
+		<h1>参数化几何体([name]</h1>
 
-		<p class="desc">Generate geometry representing a parametric surface.</p>
+		<p class="desc">生成由参数表示其表面的几何体。</p>
 
 		<iframe id="scene" src="scenes/geometry-browser.html#ParametricGeometry"></iframe>
 
@@ -32,7 +32,7 @@
 
 		</script>
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 		<code>
 		var geometry = new THREE.ParametricGeometry( THREE.ParametricGeometries.klein, 25, 25 );
@@ -42,7 +42,7 @@
 		</code>
 
 
-		<h2>Constructor</h2>
+		<h2>构造函数</h2>
 
 
 		<h3>[name]([param:Function func], [param:Integer slices], [param:Integer stacks])</h3>
@@ -53,15 +53,15 @@
 		</p>
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 		<h3>[property:Object parameters]</h3>
 		<p>
-		An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
+		一个包含着构造函数中每个参数的对象。在对象实例化之后,对该属性的任何修改都不会改变这个几何体。
 		</p>
 
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>

+ 37 - 42
docs/api/zh/math/Ray.html

@@ -23,7 +23,7 @@
 		<h3>[name]( [param:Vector3 origin], [param:Vector3 direction] )</h3>
 		<p>
 		[page:Vector3 origin] - (可选)[page:Ray](射线)的原点,默认值是一个位于(0, 0, 0)的[page:Vector3]。<br />
-		[page:Vector3 direction] - [page:Vector3] [page:Ray](射线)的方向。该向量必须被标准化(使用[page:Vector3.normalize]函数),这样才能使方法正常运行。
+		[page:Vector3 direction] - [page:Vector3] [page:Ray](射线)的方向。该向量必须经过标准化(使用[page:Vector3.normalize]),这样才能使方法正常运行。
 		默认值是一个位于(0, 0, 0)的[page:Vector3]。<br /><br />
 
 		创建一个新的[name]。
@@ -36,7 +36,7 @@
 
 		<h3>[property:Vector3 direction]</h3>
 		<p>
-		[page:Ray](射线)的方向。该向量必须被标准化(使用[page:Vector3.normalize]函数),这样才能使方法正常运行。
+		[page:Ray](射线)的方向。该向量必须经过标准化(使用[page:Vector3.normalize]),这样才能使方法正常运行。
 		默认值是一个位于(0, 0, 0)的[page:Vector3]。
 		</p>
 
@@ -87,27 +87,27 @@
 
 		<h3>[method:Float distanceSqToSegment]( [param:Vector3 v0], [param:Vector3 v1], [param:Vector3 optionalPointOnRay], [param:Vector3 optionalPointOnSegment] )</h3>
 		<p>
-		[page:Vector3 v0] - the start of the line segment.<br />
-		[page:Vector3 v1] - the end of the line segment.<br />
-		optionalPointOnRay - (optional) if this is provided, it receives the point on this
-			[page:Ray] that is closest to the segment.<br />
-		optionalPointOnSegment - (optional) if this is provided, it receives the point
-			on the line segment that is closest to this [page:Ray].<br /><br />
+		[page:Vector3 v0] - 线段的起点。<br />
+		[page:Vector3 v1] - 线段的终点。<br />
+		optionalPointOnRay - (可选)若这个值被给定,它将接收在[page:Ray](射线)上距离线段最近的点。
+			<br />
+		optionalPointOnSegment - (可选)若这个值被给定,它将接收在线段上距离[page:Ray](射线)最近的点。<br /><br />
 
-		Get the squared distance between this [page:Ray] and a line segment.
+		获取[page:Ray](射线)与线段之间的平方距离。
 		</p>
 
 		<h3>[method:Float distanceToPlane]( [param:Plane plane] )</h3>
 		<p>
-		[page:Plane plane] - the [page:Plane] to get the distance to.<br /><br />
+		[page:Plane plane] - 将要获取射线原点到该平面的距离的平面。<br /><br />
 
-		Get the distance from [page:.origin origin] to the [page:Plane], or *null* if the [page:Ray] doesn't intersect the [page:Plane].
+		获取射线原点([page:.origin origin])到平面([page:Plane])之间的距离。若射线([page:Ray])不与平面([page:Plane])相交,则将返回*null*。
 		</p>
 
 		<h3>[method:Float distanceToPoint]( [param:Vector3 point] )</h3>
 		<p>
-		[page:Vector3 point] - [page:Vector3] The [page:Vector3] to compute a distance to.<br /><br />
+		[page:Vector3 point] - [page:Vector3] 将被用于计算到其距离的[page:Vector3]。<br /><br />
 
+		获得射线到所传入[page:Vector3 point]之间最接近的距离。
 		Get the distance of the closest approach between the [page:Ray] and the [page:Vector3 point].
 		</p>
 
@@ -121,61 +121,56 @@
 
 		<h3>[method:Vector3 intersectBox]( [param:Box3 box], [param:Vector3 target] )</h3>
 		<p>
-		[page:Box3 box] - the [page:Box3] to intersect with.<br />
-		[page:Vector3 target] — the result will be copied into this Vector3.<br /><br />
+		[page:Box3 box] - 将会与之相交的[page:Box3]。<br />
+		[page:Vector3 target] — 结果将会被复制到这一Vector3中。<br /><br />
 
-		相交
-		Intersect this [page:Ray] with a [page:Box3], returning the intersection point or
-		*null* if there is no intersection.
+		将[page:Ray](射线)与一个[page:Box3]相交,并返回交点,倘若没有交点将返回*null*。
 		</p>
 
 		<h3>[method:Vector3 intersectPlane]( [param:Plane plane], [param:Vector3 target] )</h3>
 		<p>
-		[page:Plane plane] - the [page:Plane] to intersect with.<br />
-		[page:Vector3 target] — the result will be copied into this Vector3.<br /><br />
+		[page:Plane plane] - 将会与之相交的[page:Plane]。<br />
+		[page:Vector3 target] — 结果将会被复制到这一Vector3中。<br /><br />
 
-		Intersect this [page:Ray] with a [page:Plane], returning the intersection point or
-		*null* if there is no intersection.
+		将[page:Ray](射线)与一个[page:Plane]相交,并返回交点,倘若没有交点将返回*null*。
 		</p>
 
 		<h3>[method:Vector3 intersectSphere]( [param:Sphere sphere], [param:Vector3 target] )</h3>
 		<p>
-		[page:Sphere sphere] - the [page:Sphere] to intersect with.<br />
-		[page:Vector3 target] — the result will be copied into this Vector3.<br /><br />
+		[page:Sphere sphere] - 将会与之相交的[page:Sphere]。<br />
+		[page:Vector3 target] — 结果将会被复制到这一Vector3中。<br /><br />
 
-		Intersect this [page:Ray] with a [page:Sphere], returning the intersection point or
-		*null* if there is no intersection.
+		将[page:Ray](射线)与一个[page:Sphere](球)相交,并返回交点,倘若没有交点将返回*null*。
 		</p>
 
 		<h3>[method:Vector3 intersectTriangle]( [param:Vector3 a], [param:Vector3 b], [param:Vector3 c], [param:Boolean backfaceCulling], [param:Vector3 target] )</h3>
 		<p>
-		[page:Vector3 a], [page:Vector3 b], [page:Vector3 c] - The [page:Vector3] points making up the triangle.<br />
-		[page:Boolean backfaceCulling] - whether to use backface culling.<br />
-		[page:Vector3 target] — the result will be copied into this Vector3.<br /><br />
+		[page:Vector3 a], [page:Vector3 b], [page:Vector3 c] - 组成三角形的三个[page:Vector3]。<br />
+		[page:Boolean backfaceCulling] - 是否使用背面剔除。<br />
+		[page:Vector3 target] — 结果将会被复制到这一Vector3中。<br /><br />
 
-		Intersect this [page:Ray] with a triangle, returning the intersection point or *null*
-		if there is no intersection.
+		将[page:Ray](射线)与一个三角形相交,并返回交点,倘若没有交点将返回*null*。
 		</p>
 
 		<h3>[method:Boolean intersectsBox]( [param:Box3 box] )</h3>
 		<p>
-		[page:Box3 box] - the [page:Box3] to intersect with.<br /><br />
+		[page:Box3 box] - 将被检查是否与之相交的[page:Box3]。<br /><br />
 
-		Return true if this [page:Ray] intersects with the [page:Box3].
+		若这一射线与[page:Box3]相交,则将返回true。
 		</p>
 
 		<h3>[method:Boolean intersectsPlane]( [param:Plane plane] )</h3>
 		<p>
-		[page:Plane plane] - the [page:Plane] to intersect with.<br /><br />
+		[page:Plane plane] - 将被检查是否与之相交的[page:Plane]。<br /><br />
 
-		Return true if this [page:Ray] intersects with the [page:Plane].
+		若这一射线与[page:Plane]相交,则将返回true。
 		</p>
 
 		<h3>[method:Boolean intersectsSphere]( [param:Sphere sphere] )</h3>
 		<p>
-		[page:Sphere sphere] - the [page:Sphere] to intersect with.<br /><br />
+		[page:Sphere sphere] - 将被检查是否与之相交的[page:Sphere]。<br /><br />
 
-		Return true if this [page:Ray] intersects with the [page:Sphere].
+		若这一射线与[page:Sphere]相交,则将返回true。
 		</p>
 
 		<h3>[method:Ray lookAt]( [param:Vector3 v] )</h3>
@@ -194,13 +189,13 @@
 
 		<h3>[method:Ray set]( [param:Vector3 origin], [param:Vector3 direction] )</h3>
 		<p>
-		[page:Vector3 origin] - the [page:.origin origin] of the [page:Ray].<br />
-		[page:Vector3 origin] - the [page:.direction direction] of the [page:Ray].
-		This must be normalized (with [page:Vector3.normalize]) for the methods to operate
-		properly.<br /><br />
+		[page:Vector3 origin] - [page:Ray](射线)的[page:.origin origin](原点)。<br />
+		[page:Vector3 origin] - [page:Ray](射线)的[page:.direction direction](方向)。
+		
+		该向量必须经过标准化(使用[page:Vector3.normalize]),这样才能使方法正常运行。
+		<br /><br />
 
-		Copy the parameters to the [page:.origin origin] and [page:.direction direction] properties
-		of this ray.
+		将传入的参数赋值给射线的[page:.origin origin]和[page:.direction direction]。
 		</p>
 
 

+ 21 - 23
docs/api/zh/math/Vector2.html

@@ -8,36 +8,33 @@
 		<link type="text/css" rel="stylesheet" href="page.css" />
 	</head>
 	<body>
-		<h1>[name]</h1>
+		<h1>二维向量([name]</h1>
 
 		<p class="desc">
-			Class representing a 2D [link:https://en.wikipedia.org/wiki/Vector_space vector].
+			表示2D [link:https://en.wikipedia.org/wiki/Vector_space vector](二维向量)的类。
 
-			A 2D vector is an ordered pair of numbers (labeled x and y), which can be used to
-			represent a number of things, such as:
+			一个二维向量是一对有顺序的数字(标记为x和y),可被用于表示很多事物,例如:
 		</p>
 
 		<ul>
 			<li>
-				A point in 2D space (i.e. a position on a plane).
+				一个位于二维空间中的点(例如一个在平面上的点)。
 			</li>
 			<li>
-				A direction and length across a plane. In three.js the length will always be the
-				[link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean distance]
-				(straight-line distance) from (0, 0) to (x, y) and the direction is also
-				measured from (0, 0) towards (x, y).
+				横过平面的方向与长度。在three.js中,长度总是从(0, 0)到(x, y)的
+				[link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean distance](欧几里德距离,即直线距离),
+				方向也是从(0, 0)到(x, y)的方向。
 			</li>
 			<li>
-				Any arbitrary ordered pair of numbers.
+				任意的、有顺序的一对数字。
 			</li>
 		</ul>
 
 		<p>
-			There are other things a 2D vector can be used to represent, such as momentum
-			vectors, complex numbers and so on,	however these are the most common uses in three.js.
+			其他的一些事物也可以使用二维向量进行表示,比如说动量矢量、复数等等;但以上这些是three.js中的常用用途。
 		</p>
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 		<code>
 		var a = new THREE.Vector2( 0, 1 );
@@ -49,38 +46,39 @@
 		</code>
 
 
-		<h2>Constructor</h2>
+		<h2>构造函数</h2>
 
 		<h3>[name]( [param:Float x], [param:Float y] )</h3>
 		<p>
-		[page:Float x] - the x value of the vector. Default is *0*.<br />
-		[page:Float y] -  the y value of the vector. Default is *0*.<br /><br />
+		[page:Float x] - 向量的x值,默认值为*0*。<br />
+		[page:Float y] -  向量的y值,默认值为*0*。<br /><br />
 
-		Creates a new [name].
+		创建一个新的[name]。
 		</p>
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
 		<h3>[property:Boolean isVector2]</h3>
 		<p>
-			Used to check whether this or derived classes are Vector2s. Default is *true*.<br /><br />
+			用于检查该类或者其派生类是否为Vector2,默认值为true。
+			<br /><br />
 
-			You should not change this, as it is used internally for optimisation.
+			你不应当对这个属性进行改变,因为它在内部使用,以用于优化。
 		</p>
 
 		<h3>[property:Float height]</h3>
-		<p>Alias for [page:.y y].</p>
+		<p>[page:.y y]的别名。</p>
 
 		<h3>[property:Float width]</h3>
-		<p>Alias for [page:.x x].</p>
+		<p>[page:.x x]的别名。</p>
 
 		<h3>[property:Float x]</h3>
 
 		<h3>[property:Float y]</h3>
 
 
-		<h2>Methods</h2>
+		<h2>方法</h2>
 
 		<h3>[method:this add]( [param:Vector2 v] )</h3>
 		<p>Adds [page:Vector2 v] to this vector.</p>