Pārlūkot izejas kodu

Cameras Chinese translation

shizhenlei 6 gadi atpakaļ
vecāks
revīzija
e04da02276

+ 11 - 11
docs/api/zh/cameras/ArrayCamera.html

@@ -13,34 +13,34 @@
 		<h1>[name]</h1>
 		<h1>[name]</h1>
 
 
 		<p class="desc">
 		<p class="desc">
-			[name] can be used in order to efficiently render a scene with a predefined set of cameras. This is an important performance aspect for rendering VR scenes.<br />
-			An instance of [name] always has an array of sub cameras. It's mandatory to define for each sub camera the *bounds* property which determines the part of the viewport that is rendered with this camera.
+			可以使用[name]以使用预定义的一组摄像机有效地渲染场景。这是渲染VR场景的重要性能方面。<br />
+			[name]的实例总是有一组子摄像机。必须为每个子摄像机定义bounds属性,该属性确定使用此摄像机渲染的视口部分。
 		</p>
 		</p>
 
 
-		<h2>Example</h2>
+		<h2>例子</h2>
 
 
 		<p>[example:webgl_camera_array camera / array ]</p>
 		<p>[example:webgl_camera_array camera / array ]</p>
 
 
-		<h2>Constructor</h2>
+		<h2>构造函数</h2>
 
 
 		<h3>[name]( [param:Array array] )</h3>
 		<h3>[name]( [param:Array array] )</h3>
 		<p>
 		<p>
-			An array of cameras.
+			摄像机组。
 		</p>
 		</p>
 
 
 
 
-		<h2>Properties</h2>
-		<p>See the base [page:PerspectiveCamera] class for common properties.</p>
+		<h2>属性</h2>
+		<p>请参阅基类[page:PerspectiveCamera]的公共属性。</p>
 
 
 		<h3>[property:Array cameras]</h3>
 		<h3>[property:Array cameras]</h3>
 		<p>
 		<p>
-			An array of cameras.
+			摄像机组。
 		</p>
 		</p>
 
 
-		<h2>Methods</h2>
-		<p>See the base [page:PerspectiveCamera] class for common methods.</p>
+		<h2>方法</h2>
+		<p>请参阅基类[page:PerspectiveCamera]的公共方法。</p>
 
 
-		<h2>Source</h2>
+		<h2>源码</h2>
 
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>
 	</body>

+ 21 - 24
docs/api/zh/cameras/Camera.html

@@ -13,74 +13,71 @@
 		<h1>[name]</h1>
 		<h1>[name]</h1>
 
 
 		<p class="desc">
 		<p class="desc">
-			Abstract base class for cameras. This class should always be inherited when you build a new camera.
+			摄像机的抽象基类。在构建新摄像机时,应始终继承此类。
 		</p>
 		</p>
 
 
 
 
-		<h2>Constructor</h2>
+		<h2>构造函数</h2>
 
 
 
 
 		<h3>[name]()</h3>
 		<h3>[name]()</h3>
 		<p>
 		<p>
-			Creates a new [name]. Note that this class is not intended to be called directly;
-			you probably want a [page:PerspectiveCamera] or [page:OrthographicCamera] instead.
+			创建一个新的[name]。请注意,此类不应直接调用;
+			你可能需要一个[page:PerspectiveCamera]或者[page:OrthographicCamera]。
 		</p>
 		</p>
 
 
 
 
-		<h2>Properties</h2>
-		<p>See the base [page:Object3D] class for common properties.</p>
+		<h2>属性</h2>
+		<p>请参阅基类[page:Object3D]的公共属性。</p>
 
 
 		<h3>[property:Boolean isCamera]</h3>
 		<h3>[property:Boolean isCamera]</h3>
 		<p>
 		<p>
-			Used to check whether this or derived classes are cameras. Default is *true*.<br /><br />
+			用于检查此类或派生类是否为摄像机。默认为true。<br /><br />
 
 
-			You should not change this, as it used internally by the renderer for optimisation.
+			你不应该更改此内容,因为渲染器在内部使用它进行优化。
 		</p>
 		</p>
 
 
 		<h3>[property:Layers layers]</h3>
 		<h3>[property:Layers layers]</h3>
 		<p>
 		<p>
-		The [page:Layers layers] that the camera is a member of. This is an inherited
-		property from [page:Object3D].<br /><br />
+		摄像机所属的[page:Layers layers]。 这是[page:Object3D]的继承属性。<br /><br />
 
 
-		Objects must share at least one layer with the camera to be seen
-		when the camera's viewpoint is rendered.
+		在渲染摄像机的视点时,对象必须与摄像机共享至少一个层。
 		</p>
 		</p>
 
 
 		<h3>[property:Matrix4 matrixWorldInverse]</h3>
 		<h3>[property:Matrix4 matrixWorldInverse]</h3>
 		<p>
 		<p>
-			This is the inverse of matrixWorld. MatrixWorld contains the Matrix which has
-			the world transform of the Camera.
+			这是matrixWorld的逆矩阵。MatrixWorld包含摄像机的世界变换矩阵。
 		</p>
 		</p>
 
 
 		<h3>[property:Matrix4 projectionMatrix]</h3>
 		<h3>[property:Matrix4 projectionMatrix]</h3>
-		<p>This is the matrix which contains the projection.</p>
+		<p>这是包含投影的矩阵。</p>
 
 
 		<h3>[property:Matrix4 projectionMatrixInverse]</h3>
 		<h3>[property:Matrix4 projectionMatrixInverse]</h3>
-		<p>The inverse of projectionMatrix.</p>
+		<p>projectionMatrix的逆矩阵</p>
 
 
 
 
-		<h2>Methods</h2>
-		<p>See the base [page:Object3D] class for common methods.</p>
+		<h2>方法</h2>
+		<p>请参阅基类[page:Object3D]的公共方法。</p>
 
 
 		<h3>[method:Camera clone]( )</h3>
 		<h3>[method:Camera clone]( )</h3>
 		<p>
 		<p>
-			Return a new camera with the same properties as this one.
+			返回具有与此相同属性的新摄像机。
 		</p>
 		</p>
 
 
 		<h3>[method:Camera copy]( [param:Camera source], [param:Boolean recursive] )</h3>
 		<h3>[method:Camera copy]( [param:Camera source], [param:Boolean recursive] )</h3>
 		<p>
 		<p>
-		Copy the properties from the source camera into this one.
+		将源摄像机中的属性复制到此摄像机中。
 		</p>
 		</p>
 
 
 		<h3>[method:Vector3 getWorldDirection]( [param:Vector3 target] )</h3>
 		<h3>[method:Vector3 getWorldDirection]( [param:Vector3 target] )</h3>
 		<p>
 		<p>
-		[page:Vector3 target] — the result will be copied into this Vector3. <br /><br />
+		[page:Vector3 target] — 结果将被复制到此Vector3中。 <br /><br />
 
 
-		Returns a [page:Vector3] representing the world space direction in which the camera is looking.
-		(Note: A camera looks down its local, negative z-axis).<br /><br />
+		返回表示摄像机正在查看的世界空间方向的[page:Vector3]。
+		(注意:摄像机向下看其局部的负z轴)。<br /><br />
 		</p>
 		</p>
 
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>
 	</body>

+ 18 - 19
docs/api/zh/cameras/CubeCamera.html

@@ -12,9 +12,9 @@
 
 
 		<h1>[name]</h1>
 		<h1>[name]</h1>
 
 
-		<p class="desc">Creates 6 cameras that render to a [page:WebGLRenderTargetCube].</p>
+		<p class="desc">创建6个渲染到[page:WebGLRenderTargetCube]的摄像机</p>
 
 
-		<h2>Examples</h2>
+		<h2>例子</h2>
 
 
 		<p>[example:webgl_materials_cubemap_dynamic materials / cubemap / dynamic ]</p>
 		<p>[example:webgl_materials_cubemap_dynamic materials / cubemap / dynamic ]</p>
 		<p>[example:webgl_materials_cubemap_dynamic2 materials / cubemap / dynamic2 ]</p>
 		<p>[example:webgl_materials_cubemap_dynamic2 materials / cubemap / dynamic2 ]</p>
@@ -40,49 +40,48 @@
 		</code>
 		</code>
 
 
 
 
-		<h2>Constructor</h2>
+		<h2>构造函数</h2>
 
 
 
 
 		<h3>[name]( [param:Number near], [param:Number far], [param:Number cubeResolution] )</h3>
 		<h3>[name]( [param:Number near], [param:Number far], [param:Number cubeResolution] )</h3>
 		<p>
 		<p>
-		near -- The near clipping distance. <br />
-		far -- The far clipping distance <br />
-		cubeResolution -- Sets the length of the cube's edges.
+		near -- 近剪裁面距离<br />
+		far -- 远剪裁面距离<br />
+		cubeResolution -- 设置立方体边缘的长度。
 		</p>
 		</p>
 		<p>
 		<p>
-		Constructs a CubeCamera that contains 6 [page:PerspectiveCamera PerspectiveCameras] that
-		render to a [page:WebGLRenderTargetCube].
+		构造一个包含6个[page:PerspectiveCamera PerspectiveCameras]的CubeCamera,渲染到[page:WebGLRenderTargetCube]。
 		</p>
 		</p>
 
 
 
 
-		<h2>Properties</h2>
-		<p>See the base [page:Object3D] class for common properties.</p>
+		<h2>属性</h2>
+		<p>参阅基类[page:Object3D]的公共属性。</p>
 
 
 		<h3>[property:WebGLRenderTargetCube renderTarget]</h3>
 		<h3>[property:WebGLRenderTargetCube renderTarget]</h3>
 		<p>
 		<p>
-		The cube texture that gets generated.
+		生成的立方体纹理。
 		</p>
 		</p>
 
 
-		<h2>Methods</h2>
-		<p>See the base [page:Object3D] class for common methods.</p>
+		<h2>方法</h2>
+		<p>参阅基类[page:Object3D]的公共方法。</p>
 
 
 
 
 		<h3>[method:null update]( [param:WebGLRenderer renderer], [param:Scene scene] )</h3>
 		<h3>[method:null update]( [param:WebGLRenderer renderer], [param:Scene scene] )</h3>
 		<p>
 		<p>
-		renderer -- The current WebGL renderer <br />
-		scene -- The current scene
+		renderer -- 当前WebGL渲染器 <br />
+		scene -- 当前场景
 		</p>
 		</p>
 		<p>
 		<p>
-		Call this to update the [page:CubeCamera.renderTarget renderTarget].
+		调用它来更新[page:CubeCamera.renderTarget renderTarget]。
 		</p>
 		</p>
 
 
 		<h3>[method:null clear]( [param:WebGLRenderer renderer], [param:Boolean color], [param:Boolean depth], [param:Boolean stencil] )</h3>
 		<h3>[method:null clear]( [param:WebGLRenderer renderer], [param:Boolean color], [param:Boolean depth], [param:Boolean stencil] )</h3>
 		<p>
 		<p>
-		Call this to clear the [page:CubeCamera.renderTarget renderTarget] color, depth, and/or stencil buffers.
-		The color buffer is set to the renderer's current clear color. Arguments default to *true*.
+		调用此方法以清除[page:CubeCamera.renderTarget renderTarget] 颜色,深度,和/或者模板缓冲区。
+		颜色缓冲区设置为渲染器的当前清除颜色。默认参数为*true*。
 		</p>
 		</p>
 
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>
 	</body>

+ 45 - 48
docs/api/zh/cameras/OrthographicCamera.html

@@ -13,16 +13,15 @@
 		<h1>[name]</h1>
 		<h1>[name]</h1>
 
 
 		<p class="desc">
 		<p class="desc">
-			Camera that uses [link:https://en.wikipedia.org/wiki/Orthographic_projection orthographic projection].<br /><br />
+			使用[link:https://en.wikipedia.org/wiki/Orthographic_projection orthographic projection]的摄像机。<br /><br />
 
 
-			In this projection mode, an object's size in the rendered image stays constant
-			regardless of its distance from the camera.<br /><br />
+			在此投影模式下,无论距离摄像机的距离如何,渲染图像中的对象大小都保持不变。<br /><br />
 
 
-			This can be useful for rendering 2D scenes and UI elements, amongst other things.
+			这对于渲染2D场景和UI元素等非常有用。
 		</p>
 		</p>
 
 
 
 
-		<h2>Example</h2>
+		<h2>例子</h2>
 
 
 		<p>[example:canvas_camera_orthographic camera / orthographic ]</p>
 		<p>[example:canvas_camera_orthographic camera / orthographic ]</p>
 		<p>[example:webgl_camera camera ]</p>
 		<p>[example:webgl_camera camera ]</p>
@@ -40,104 +39,102 @@
 scene.add( camera );</code>
 scene.add( camera );</code>
 
 
 
 
-		<h2>Constructor</h2>
+		<h2>构造函数</h2>
 
 
 
 
 		<h3>[name]( [param:Number left], [param:Number right], [param:Number top], [param:Number bottom], [param:Number near], [param:Number far] )</h3>
 		<h3>[name]( [param:Number left], [param:Number right], [param:Number top], [param:Number bottom], [param:Number near], [param:Number far] )</h3>
 		<p>
 		<p>
-		left — Camera frustum left plane.<br />
-		right — Camera frustum right plane.<br />
-		top — Camera frustum top plane.<br />
-		bottom — Camera frustum bottom plane.<br />
-		near — Camera frustum near plane.<br />
-		far — Camera frustum far plane.<br /><br />
-
-		Together these define the camera's [link:https://en.wikipedia.org/wiki/Viewing_frustum viewing frustum].
+		left — 摄像机视锥体左平面。<br />
+		right — 摄像机视锥体右平面。<br />
+		top — 摄像机视锥体顶部平面。<br />
+		bottom — 摄像机视锥体底部平面。<br />
+		near — 摄像机视锥体近平面。<br />
+		far — 摄像机视锥体远平面。<br /><br />
+
+		这些一起定义了摄像机的[link:https://en.wikipedia.org/wiki/Viewing_frustum viewing frustum]。
 		</p>
 		</p>
 
 
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 		<p>
 		<p>
-			See the base [page:Camera] class for common properties.<br>
- 			Note that after making changes to most of these properties you will have to call
- 			[page:OrthographicCamera.updateProjectionMatrix .updateProjectionMatrix] for the changes to take effect.
+			参阅基类[page:Camera]的公共属性。<br>
+ 			请注意,在对大多数这些属性进行更改后,必须调用 [page:OrthographicCamera.updateProjectionMatrix .updateProjectionMatrix]才能使更改生效。
 		</p>
 		</p>
 
 
 		<h3>[property:Float bottom]</h3>
 		<h3>[property:Float bottom]</h3>
-		<p>Camera frustum bottom plane.</p>
+		<p>摄像机视锥体底部平面。</p>
 
 
 		<h3>[property:Float far]</h3>
 		<h3>[property:Float far]</h3>
 		<p>
 		<p>
-		Camera frustum far plane. Default is *2000*.<br /><br />
+		摄像机视锥体远平面。 默认值是*2000*。<br /><br />
 
 
-		The valid range is between the current value of the [page:.near near] plane and infinity.
+		有效范围介于[page:.near]平面的当前值和无穷远之间。
 		</p>
 		</p>
 
 
 		<h3>[property:Boolean isOrthographicCamera]</h3>
 		<h3>[property:Boolean isOrthographicCamera]</h3>
 		<p>
 		<p>
-			Used to test whether this or derived classes are OrthographicCameras. Default is *true*.<br /><br />
+			用于测试此类或派生类是否为正交摄像机。 默认值为*true*。<br /><br />
 
 
-			This should not be changed as it is used internally by the renderer for optimisation.
+			这不应该更改,因为渲染器在内部使用它进行优化。
 		</p>
 		</p>
 
 
 		<h3>[property:Float left]</h3>
 		<h3>[property:Float left]</h3>
-		<p>Camera frustum left plane.</p>
+		<p>摄像机视锥体左平面。</p>
 
 
 		<h3>[property:Float near]</h3>
 		<h3>[property:Float near]</h3>
 		<p>
 		<p>
-			Camera frustum near plane. Default is *0.1*.<br /><br />
+			摄像机视锥体近平面。默认值为*0.1*。<br /><br />
 
 
-			The valid range is between 0 and the current value of the [page:.far far] plane.
-			Note that, unlike for the [page:PerspectiveCamera], *0* is a valid value for an
-			OrthographicCamera's near plane.
+			有效范围介于0和[page:.far]平面的当前值之间。
+			请注意,与[page:PerspectiveCamera]不同,*0*是正交摄像机近平面的有效值。
 		</p>
 		</p>
 
 
 		<h3>[property:Float right]</h3>
 		<h3>[property:Float right]</h3>
-		<p>Camera frustum right plane.</p>
+		<p>摄像机视锥体右平面。</p>
 
 
 		<h3>[property:Float top]</h3>
 		<h3>[property:Float top]</h3>
-		<p>Camera frustum top plane.</p>
+		<p>摄像机视锥体顶部平面。</p>
 
 
 		<h3>[property:Object view]</h3>
 		<h3>[property:Object view]</h3>
-		<p>Set by [page:OrthographicCamera.setViewOffset setViewOffset]. Default is *null*.</p>
+		<p>由[page:OrthographicCamera.setViewOffset setViewOffset]设置。默认值为*null*。</p>
 
 
 		<h3>[property:number zoom]</h3>
 		<h3>[property:number zoom]</h3>
-		<p>Gets or sets the zoom factor of the camera. Default is *1*.</p>
+		<p>获取和设置摄像机的缩放系数。默认值为*1*。</p>
 
 
-		<h2>Methods</h2>
-		<p>See the base [page:Camera] class for common methods.</p>
+		<h2>方法</h2>
+		<p>参阅基类[page:Camera]的公共方法。</p>
 
 
 		<h3>[method:null setViewOffset]( [param:Float fullWidth], [param:Float fullHeight], [param:Float x], [param:Float y], [param:Float width], [param:Float height] )</h3>
 		<h3>[method:null setViewOffset]( [param:Float fullWidth], [param:Float fullHeight], [param:Float x], [param:Float y], [param:Float width], [param:Float height] )</h3>
 		<p>
 		<p>
-		fullWidth — full width of multiview setup<br />
-		fullHeight — full height of multiview setup<br />
-		x — horizontal offset of subcamera<br />
-		y — vertical offset of subcamera<br />
-		width — width of subcamera<br />
-		height — height of subcamera<br /><br />
-
-			Sets an offset in a larger [link:https://en.wikipedia.org/wiki/Viewing_frustum viewing frustum].
-			This is useful for multi-window or multi-monitor/multi-machine setups.
-			For an example on how to use it see [page:PerspectiveCamera.setViewOffset PerspectiveCamera].
+		fullWidth — 多视图设置的全宽度<br />
+		fullHeight — 多视图设置的全高度<br />
+		x — 子摄像机的水平偏移<br />
+		y — 子摄像机的竖直偏移<br />
+		width — 子摄像机宽度<br />
+		height — 子摄像机高度<br /><br />
+
+			在较大的[link:https://en.wikipedia.org/wiki/Viewing_frustum viewing frustum]中设置偏移。
+			这对于多窗口或多显示器/多机器设置很有用。
+			有关如何使用它的示例,请参阅[page:PerspectiveCamera.setViewOffset PerspectiveCamera]。
 		</p>
 		</p>
 
 
 		<h3>[method:null clearViewOffset]()</h3>
 		<h3>[method:null clearViewOffset]()</h3>
 		<p>
 		<p>
-		Removes any offset set by the .setViewOffset method.
+		删除[page:PerspectiveCamera.setViewOffset .setViewOffset] 方法设置的任何偏移量。
 		</p>
 		</p>
 
 
 		<h3>[method:null updateProjectionMatrix]()</h3>
 		<h3>[method:null updateProjectionMatrix]()</h3>
 		<p>
 		<p>
-		Updates the camera projection matrix. Must be called after any change of parameters.
+		更新摄像机的投影矩阵。必须在更改参数后调用。
 		</p>
 		</p>
 
 
 		<h3>[method:JSON toJSON]()</h3>
 		<h3>[method:JSON toJSON]()</h3>
 		<p>
 		<p>
-		Return the camera's data in JSON format.
+		以JSON格式返回摄像机的数据。
 		</p>
 		</p>
 
 
 
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>
 	</body>

+ 50 - 58
docs/api/zh/cameras/PerspectiveCamera.html

@@ -13,14 +13,13 @@
 		<h1>[name]</h1>
 		<h1>[name]</h1>
 
 
 		<p class="desc">
 		<p class="desc">
-			Camera that uses [link:https://en.wikipedia.org/wiki/Perspective_(graphical) perspective projection].<br /><br />
+		使用[link:https://en.wikipedia.org/wiki/Perspective_(graphical) perspective projection]的摄像机。<br /><br />
 
 
-			This projection mode is designed to mimic the way the human eye sees. It is the most
-			common projection mode used for rendering a 3D scene.
+		这种投影模式旨在模仿人眼看到的方式。它是用于渲染3D场景的最常见投影模式。
 		</p>
 		</p>
 
 
 
 
-		<h2>Example</h2>
+		<h2>例子</h2>
 
 
 		<p>[example:canvas_geometry_birds geometry / birds ]</p>
 		<p>[example:canvas_geometry_birds geometry / birds ]</p>
 		<p>[example:canvas_geometry_cube geometry / cube ]</p>
 		<p>[example:canvas_geometry_cube geometry / cube ]</p>
@@ -34,126 +33,119 @@
 scene.add( camera );</code>
 scene.add( camera );</code>
 
 
 
 
-		<h2>Constructor</h2>
+		<h2>构造函数</h2>
 
 
 		<h3>[name]( [param:Number fov], [param:Number aspect], [param:Number near], [param:Number far] )</h3>
 		<h3>[name]( [param:Number fov], [param:Number aspect], [param:Number near], [param:Number far] )</h3>
 		<p>
 		<p>
-		fov — Camera frustum vertical field of view.<br />
-		aspect — Camera frustum aspect ratio.<br />
-		near — Camera frustum near plane.<br />
-		far — Camera frustum far plane.<br /><br />
+		fov — 摄像机视锥体垂直视野。<br />
+		aspect — 摄像机视锥体宽高比。<br />
+		near — 摄像机视锥体近平面。<br />
+		far — 摄像机视锥体远平面。<br /><br />
 
 
-			Together these define the camera's [link:https://en.wikipedia.org/wiki/Viewing_frustum viewing frustum].
+		这些一起定义了摄像机的[link:https://en.wikipedia.org/wiki/Viewing_frustum viewing frustum]。
 		</p>
 		</p>
 
 
 
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 		<p>
 		<p>
-			See the base [page:Camera] class for common properties.<br>
-			Note that after making changes to most of these properties you will have to call
-			[page:PerspectiveCamera.updateProjectionMatrix .updateProjectionMatrix] for the changes to take effect.
+			参阅基类[page:Camera]的公共属性。<br>
+			请注意,在对大多数这些属性进行更改后,必须调用[page:PerspectiveCamera.updateProjectionMatrix .updateProjectionMatrix]才能使更改生效。.
 		</p>
 		</p>
 
 
 		<h3>[property:Float aspect]</h3>
 		<h3>[property:Float aspect]</h3>
-		<p>Camera frustum aspect ratio, usually the canvas width / canvas height. Default is *1* (square canvas).</p>
+		<p>摄像机视锥体宽高比。默认是画布宽度/画布高度。默认值为*1*(方形画布)。</p>
 
 
 		<h3>[property:Float far]</h3>
 		<h3>[property:Float far]</h3>
 		<p>
 		<p>
-			Camera frustum far plane. Default is *2000*.<br /><br />
+		摄像机视锥体远平面。 默认值为*2000*。<br /><br />
 
 
-			The valid range is between the current value of the [page:.near near] plane and infinity.
+		有效范围介于[page:.near]平面的当前值和无穷远之间。
 		</p>
 		</p>
 
 
 		<h3>[property:Float filmGauge]</h3>
 		<h3>[property:Float filmGauge]</h3>
-		<p>Film size used for the larger axis. Default is 35 (millimeters). This parameter does not influence the projection matrix unless .filmOffset is set to a nonzero value.</p>
+		<p>用于较大轴的胶片尺寸。默认值为35 (毫米)。 除非.filmOffset设置为非零值,否则此参数不会影响投影矩阵。</p>
 
 
 		<h3>[property:Float filmOffset]</h3>
 		<h3>[property:Float filmOffset]</h3>
-		<p>Horizontal off-center offset in the same unit as .filmGauge. Default is *0*.</p>
+		<p>与.filmGauge相同单位的水平偏中心偏移。默认值为0。</p>
 
 
 		<h3>[property:Float focus]</h3>
 		<h3>[property:Float focus]</h3>
-		<p>Object distance used for stereoscopy and depth-of-field effects.
-			This parameter does not influence the projection matrix unless a [page:StereoCamera] is being used.
-			Default is *10*.
+		<p>用于立体视觉和景深效果的物距。
+			除非使用[page:StereoCamera],否则此参数不会影响投影矩阵。默认值为*10*。
 		</p>
 		</p>
 
 
 		<h3>[property:Float fov]</h3>
 		<h3>[property:Float fov]</h3>
-		<p>Camera frustum vertical field of view, from bottom to top of view, in degrees. Default is *50*.</p>
+		<p>摄像机视锥体垂直视野,从底部到顶部,以度为单位。默认值为*50*。</p>
 
 
 		<h3>[property:Boolean isPerspectiveCamera]</h3>
 		<h3>[property:Boolean isPerspectiveCamera]</h3>
 		<p>
 		<p>
-			Used to test whether this or derived classes are PerspectiveCameras. Default is *true*.<br /><br />
+		用于测试此类或派生类是否为透视摄像机。默认为*true*。<br /><br />
 
 
-			This should not be changed as it is used internally by the renderer for optimisation.
+		这不应该更改,因为渲染器在内部使用它进行优化。
 		</p>
 		</p>
 
 
 
 
 		<h3>[property:Float near]</h3>
 		<h3>[property:Float near]</h3>
 		<p>
 		<p>
-			Camera frustum near plane. Default is *0.1*.<br /><br />
+		摄像机视锥体的近平面,默认值为*0.1*。<br /><br />
 
 
-			The valid range is greater than 0 and less than the current value of the [page:.far far] plane.
-			Note that, unlike for the [page:OrthographicCamera], *0* is <em>not</em> a valid value
-			for a PerspectiveCamera's near plane.
+		有效范围大于0且小于远平面的当前值。需要注意的是,与正交摄像机不同,对于透视摄像机的近平面,0不是一个有效值。
 		</p>
 		</p>
 
 
 		<h3>[property:Object view]</h3>
 		<h3>[property:Object view]</h3>
 		<p>
 		<p>
-			Frustum window specification or null.
-			This is set using the [page:PerspectiveCamera.setViewOffset .setViewOffset] method
-			and cleared using [page:PerspectiveCamera.clearViewOffset .clearViewOffset].
+			视锥体窗口规范或null。这是使用[page:PerspectiveCamera.setViewOffset .setViewOffset]方法设置,
+			并使用[page:PerspectiveCamera.clearViewOffset .clearViewOffset]清除。
 		</p>
 		</p>
 
 
 		<h3>[property:number zoom]</h3>
 		<h3>[property:number zoom]</h3>
-		<p>Gets or sets the zoom factor of the camera. Default is *1*.</p>
+		<p>获取或设置摄像机的缩放系数。默认值为*1*。</p>
 
 
 
 
-		<h2>Methods</h2>
-		<p>See the base [page:Camera] class for common methods.</p>
+		<h2>方法</h2>
+		<p>参阅基类[page:Camera]的公共方法。</p>
 
 
 		<h3>[method:null clearViewOffset]()</h3>
 		<h3>[method:null clearViewOffset]()</h3>
-		<p>Removes any offset set by the [page:PerspectiveCamera.setViewOffset .setViewOffset] method.</p>
+		<p>删除[page:PerspectiveCamera.setViewOffset .setViewOffset]方法设置的任何偏移量。</p>
 
 
 		<h3>[method:Float getEffectiveFOV]()</h3>
 		<h3>[method:Float getEffectiveFOV]()</h3>
-		<p>Returns the current vertical field of view angle in degrees considering .zoom.</p>
+		<p>考虑.zoom,返回当前垂直视角范围(以度为单位)。</p>
 
 
 		<h3>[method:Float getFilmHeight]()</h3>
 		<h3>[method:Float getFilmHeight]()</h3>
 		<p>
 		<p>
-		Returns the height of the image on the film. If .aspect is less than or equal to one
-		(portrait format), the result equals .filmGauge.
+		返回胶片上图像的高度。如果.aspect小于或等于1(纵向格式),则结果等于.filmGauge。
 		</p>
 		</p>
 
 
 		<h3>[method:Float getFilmWidth]()</h3>
 		<h3>[method:Float getFilmWidth]()</h3>
 		<p>
 		<p>
-		Returns the width of the image on the film. If .aspect is greater than or equal to one
-		(landscape format), the result equals .filmGauge.
+		返回胶片上图像的宽度。如果.aspect大于或等于1(横向格式),则结果等于.filmGauge。
 		</p>
 		</p>
 
 
 		<h3>[method:Float getFocalLength]()</h3>
 		<h3>[method:Float getFocalLength]()</h3>
-		<p>Returns the focal length of the current .fov in respect to .filmGauge.</p>
+		<p>返回.filmGauge当前.fov的焦距。</p>
 
 
 		<h3>[method:null setFocalLength]( [param:Float focalLength] )</h3>
 		<h3>[method:null setFocalLength]( [param:Float focalLength] )</h3>
 		<p>
 		<p>
-		Sets the FOV by focal length in respect to the current [page:PerspectiveCamera.filmGauge .filmGauge].<br /><br />
-
-		By default, the focal length is specified for a 35mm (full frame) camera.
+		根据当前[page:PerspectiveCamera.filmGauge .filmGauge]的焦距设置FOV。<br /><br />
+		默认情况下,焦距是为35mm(全画幅)摄像机指定的。
 		</p>
 		</p>
 
 
 		<h3>[method:null setViewOffset]( [param:Float fullWidth], [param:Float fullHeight], [param:Float x], [param:Float y], [param:Float width], [param:Float height] )</h3>
 		<h3>[method:null setViewOffset]( [param:Float fullWidth], [param:Float fullHeight], [param:Float x], [param:Float y], [param:Float width], [param:Float height] )</h3>
 		<p>
 		<p>
-		fullWidth — full width of multiview setup<br />
-		fullHeight — full height of multiview setup<br />
-		x — horizontal offset of subcamera<br />
-		y — vertical offset of subcamera<br />
-		width — width of subcamera<br />
-		height — height of subcamera
+			fullWidth — 多视图设置的全宽度<br />
+			fullHeight — 多视图设置的全高度<br />
+			x — 子摄像机的水平偏移<br />
+			y — 子摄像机的竖直偏移<br />
+			width — 子摄像机宽度<br />
+			height — 子摄像机高度
 		</p>
 		</p>
 
 
 		<p>
 		<p>
-		Sets an offset in a larger frustum. This is useful for multi-window or multi-monitor/multi-machine setups.
+		在较大的视锥体中设置偏移。
+		这对于多窗口或多显示器/多机器设置很有用。
 		</p>
 		</p>
 
 
 		<p>
 		<p>
-		For example, if you have 3x2 monitors and each monitor is 1920x1080 and the monitors are in grid like this:<br />
+		例如,如果你有3x2显示器,每个显示器是1920x1080,显示器是这样的网格:<br />
 
 
 		<pre>
 		<pre>
 +---+---+---+
 +---+---+---+
@@ -163,7 +155,7 @@ scene.add( camera );</code>
 +---+---+---+
 +---+---+---+
 		</pre>
 		</pre>
 
 
-		then for each monitor you would call it like this:<br />
+		然后对于每个监视器,你会这样调用它: <br />
 
 
 		<code>var w = 1920;
 		<code>var w = 1920;
 var h = 1080;
 var h = 1080;
@@ -184,20 +176,20 @@ camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
 camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
 camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
 </code>
 </code>
 
 
-		Note there is no reason monitors have to be the same size or in a grid.
+		注意监视器没有理由必须是相同的大小或在一个网格中。
 		</p>
 		</p>
 
 
 		<h3>[method:null updateProjectionMatrix]()</h3>
 		<h3>[method:null updateProjectionMatrix]()</h3>
 		<p>
 		<p>
-		Updates the camera projection matrix. Must be called after any change of parameters.
+		更新摄像机的投影矩阵。必须在更改参数后调用。
 		</p>
 		</p>
 
 
 		<h3>[method:JSON toJSON]()</h3>
 		<h3>[method:JSON toJSON]()</h3>
 		<p>
 		<p>
-		Return camera data in JSON format.
+		以JSON格式返回摄像机的数据。
 		</p>
 		</p>
 
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>
 	</body>

+ 13 - 15
docs/api/zh/cameras/StereoCamera.html

@@ -12,55 +12,53 @@
 		<h1>[name]</h1>
 		<h1>[name]</h1>
 
 
 		<p class="desc">
 		<p class="desc">
-		Dual [page:PerspectiveCamera PerspectiveCamera]s used for effects such as
-		[link:https://en.wikipedia.org/wiki/Anaglyph_3D 3D Anaglyph] or [link:https://en.wikipedia.org/wiki/parallax_barrier Parallax Barrier].
+		双[page:PerspectiveCamera PerspectiveCamera](透视摄像机)用于
+		[link:https://en.wikipedia.org/wiki/Anaglyph_3D 3D Anaglyph](立体影像)or [link:https://en.wikipedia.org/wiki/parallax_barrier Parallax Barrier](视差屏障)等效果。
 		</p>
 		</p>
 
 
 
 
-		<h2>Example</h2>
+		<h2>例子</h2>
 
 
 		<p>[example:webgl_effects_anaglyph effects / anaglyph ]</p>
 		<p>[example:webgl_effects_anaglyph effects / anaglyph ]</p>
 		<p>[example:webgl_effects_parallaxbarrier effects / parallaxbarrier ]</p>
 		<p>[example:webgl_effects_parallaxbarrier effects / parallaxbarrier ]</p>
 		<p>[example:webgl_effects_stereo effects / stereo ]</p>
 		<p>[example:webgl_effects_stereo effects / stereo ]</p>
 
 
 		<p>
 		<p>
-		This class is used internally in the files<br /><br />
+		这个类在内部使用的文件<br /><br />
 		[link:https://github.com/mrdoob/three.js/blob/master/examples/js/effects/AnaglyphEffect.js examples/js/effects/AnaglyphEffect.js]<br /><br />
 		[link:https://github.com/mrdoob/three.js/blob/master/examples/js/effects/AnaglyphEffect.js examples/js/effects/AnaglyphEffect.js]<br /><br />
 		[link:https://github.com/mrdoob/three.js/blob/master/examples/js/effects/ParallaxBarrierEffect.js examples/js/effects/ParallaxBarrierEffect.js]<br /><br />
 		[link:https://github.com/mrdoob/three.js/blob/master/examples/js/effects/ParallaxBarrierEffect.js examples/js/effects/ParallaxBarrierEffect.js]<br /><br />
 		[link:https://github.com/mrdoob/three.js/blob/master/examples/js/effects/StereoEffect.js examples/js/effects/StereoEffect.js]<br /><br />
 		[link:https://github.com/mrdoob/three.js/blob/master/examples/js/effects/StereoEffect.js examples/js/effects/StereoEffect.js]<br /><br />
-		used in the above examples.
+		在上面的例子中使用。
 		</p>
 		</p>
 
 
 
 
-		<h2>Constructor</h2>
+		<h2>构造函数</h2>
 
 
 		<h3>[name]( )</h3>
 		<h3>[name]( )</h3>
 
 
 		<h2>Properties</h2>
 		<h2>Properties</h2>
 
 
 		<h3>[property:Float aspect]</h3>
 		<h3>[property:Float aspect]</h3>
-		<p>Default is *1*.</p>
+		<p>默认值为*1*。</p>
 
 
 		<h3>[property:Float eyeSep]</h3>
 		<h3>[property:Float eyeSep]</h3>
-		<p>Default is *0.064*.</p>
+		<p>默认值为*0.064*。</p>
 
 
 		<h3>[property:PerspectiveCamera cameraL]</h3>
 		<h3>[property:PerspectiveCamera cameraL]</h3>
-		<p>Left camera. This is added to [page:Layers layer 1] - objects to be rendered
-		by the left camera must also be added to this layer.</p>
+		<p>左摄像机。这将添加到[page:Layers layer 1] - 要被左摄像机渲染的对象也必须添加到此层。</p>
 
 
 		<h3>[property:PerspectiveCamera cameraR]</h3>
 		<h3>[property:PerspectiveCamera cameraR]</h3>
-		<p>Right camera.This is added to [page:Layers layer 2] - objects to be rendered
-		by the right camera must also be added to this layer.</p>
+		<p>右摄像机。这被添加到[page:Layers layer 2] - 要被右摄像机渲染的对象也必须添加到该层。</p>
 
 
 
 
-		<h2>Methods</h2>
+		<h2>方法</h2>
 
 
 		<h3>[method:null update]( [param:PerspectiveCamera camera] )</h3>
 		<h3>[method:null update]( [param:PerspectiveCamera camera] )</h3>
 		<p>
 		<p>
-		Update the stereo cameras based on the camera passed in.
+		根据传入的摄像机更新立体摄像机。
 		</p>
 		</p>
 
 
-		<h2>Source</h2>
+		<h2>源代码</h2>
 
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>
 	</body>