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Translation light folder

Ji,Chang 6 năm trước cách đây
mục cha
commit
e2e0edbe55

+ 16 - 16
docs/api/zh/lights/AmbientLight.html

@@ -1,5 +1,5 @@
 <!DOCTYPE html>
-<html lang="en">
+<html lang="zh">
 	<head>
 		<meta charset="utf-8" />
 		<base href="../../../" />
@@ -13,13 +13,13 @@
 		<h1>[name]</h1>
 
 		<p class="desc">
-			This light globally illuminates all objects in the scene equally.<br /><br />
+			环境光会均匀的照亮场景中的所有物体。<br /><br />
 
-			This light cannot be used to cast shadows as it does not have a direction.
+			环境光不能用来投射阴影,因为它没有方向。
 		</p>
 
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 		<p>
 			[example:canvas_camera_orthographic camera / orthographic ]<br />
 		  [example:canvas_interactive_voxelpainter interactive / voxelpainter ]<br />
@@ -32,41 +32,41 @@
 <code>var light = new THREE.AmbientLight( 0x404040 ); // soft white light
 scene.add( light );</code>
 
-		<h2>Constructor</h2>
+		<h2>构造函数</h2>
 
 		<h3>[name]( [param:Integer color], [param:Float intensity] )</h3>
 		<p>
-		[page:Integer color] - (optional) Numeric value of the RGB component of the color. Default is 0xffffff.<br />
-		[page:Float intensity] - (optional) Numeric value of the light's strength/intensity. Default is 1.<br /><br />
+		[page:Integer color] - (参数可选)颜色的rgb数值。缺省值为 0xffffff。<br />
+		[page:Float intensity] - (参数可选)光照的强度。缺省值为 1。<br /><br />
 
-		Creates a new [name].
+		创建一个环境光对象。
 		</p>
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 		<p>
-				See the base [page:Light Light] class for common properties.
+			公共属性请查看基类 [page:Light Light]。
 		</p>
 
 		<h3>[property:Boolean castShadow]</h3>
 		<p>
-			This is set to *undefined* in the constructor as ambient lights cannot cast shadows.
+			这个参数在对象构造的时候就被设置成了 *undefined* 。因为环境光不能投射阴影。
 		</p>
 
 
 		<h3>[property:Boolean isAmbientLight]</h3>
 		<p>
-			Used to check whether this or derived classes are ambient lights. Default is *true*.<br /><br />
+			用来校验这个类或者派生类是不是环境光.默认是 *true*。<br /><br />
 
-			You should not change this, as it used internally for optimisation.
+			不应该去改变这个变量,因为内部使用这个变量做了些优化的工作。
 		</p>
 
 
 
-		<h2>Methods</h2>
+		<h2>方法</h2>
 		<p>
-				See the base [page:Light Light] class for common methods.
+			公共方法请查看基类[page:Light Light]。
 		</p>
-		<h2>Source</h2>
+		<h2>源码</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>

+ 37 - 46
docs/api/zh/lights/DirectionalLight.html

@@ -1,5 +1,5 @@
 <!DOCTYPE html>
-<html lang="en">
+<html lang="zh">
 	<head>
 		<meta charset="utf-8" />
 		<base href="../../../" />
@@ -10,35 +10,31 @@
 	<body>
 		[page:Object3D] &rarr; [page:Light] &rarr;
 
-		<h1>[name]</h1>
+		<h1>平行光([name]</h1>
 
 		<p class="desc">
-			A light that gets emitted in a specific direction. This light will behave as though it is
-			infinitely far away and the rays produced from it are all parallel. The common use case
-			for this is to simulate daylight; the sun is far enough away that its position can be
-			considered to be infinite, and all light rays coming from it are parallel.<br /><br />
+			平行光是沿着特定方向发射的光。这种光的表现像是无限远,从它发出的光线都是平行的。常常用平行光来模拟太阳光
+			的效果; 太阳足够远,因此我们可以认为太阳的位置是无限远,所以我们认为从太阳发出的光线也都是平行的。<br /><br />
 
-			This light can cast shadows - see the [page:DirectionalLightShadow] page for details.
+			平行光可以投射阴影 - 跳转至 [page:DirectionalLightShadow] 查看更多细节。
 		</p>
 
-		<h2>A Note about Position, Target and rotation</h2>
+		<h2>关于位置、目标和旋转说明</h2>
 		<p>
-			A common point of confusion for directional lights is that setting the rotation has no effect.
-			This is because three.js's DirectionalLight is the equivalent to what is often called a 'Target
-			Direct Light' in other applications.<br /><br />
+			Three.js 的平行光常见的困惑是设置旋转没有效果。这是因为 three.js 的平行光类似与其他引擎的"目标平行光"。
+			<br /><br />
 
-			This means that its direction is calculated as pointing
-			from the light's [page:Object3D.position position] to	the [page:.target target]'s position
-			(as opposed to a 'Free Direct Light' that just has a rotation component).<br /><br />
+			这意味着它的方向是从一个平行光的位置 [page:Object3D.position position] 到 [page:.target target]的位置。
+			(而不是一个只有旋转分量的'自由平行光')。<br /><br />
 
-			The reason for this is to allow the light to cast shadows - the [page:.shadow shadow]
-			camera needs a position to calculate shadows from.<br /><br />
+			这样做的原因是为了让光线投射阴影。 - the [page:.shadow shadow]
+			摄像机需要一个位置来计算阴影。<br /><br />
 
-			See the [page:.target target] property below for details on updating the target.
+			有关更新目标的详细信息,请参阅 [page:.target target] 下面的目标属性。
 		</p>
 
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 		<p>
 			[example:canvas_morphtargets_horse morphtargets / horse ]<br />
 			[example:misc_controls_fly controls / fly ]<br />
@@ -58,62 +54,58 @@
 		</code>
 
 
-		<h2>Constructor</h2>
+		<h2>构造器</h2>
 
 		<h3>[name]( [param:Integer color], [param:Float intensity] )</h3>
 		<p>
-			[page:Integer color] - (optional) hexadecimal color of the light. Default is 0xffffff (white).<br />
-			[page:Float intensity] - (optional) numeric value of the light's strength/intensity. Default is 1.<br /><br />
+			[page:Integer color] - (可选参数) 16进制表示光的颜色。 缺省值为 0xffffff (白色)。<br />
+			[page:Float intensity] - (可选参数) 光照的强度。缺省值为1。<br /><br />
 
-			Creates a new [name].
+			创建一个新的 [name]。
 		</p>
 
-		<h2>Properties</h2>
+		<h2>属性</h2>
 
-		See the base [page:Light Light] class for common properties.
+		公共属性请查看基类 [page:Light Light]。
 
 		<h3>[property:Boolean castShadow]</h3>
 		<p>
-			If set to *true* light will cast dynamic shadows. *Warning*: This is expensive and
-			requires tweaking to get shadows looking right. See the [page:DirectionalLightShadow] for details.
-			The default is *false*.
+			如果设置为 *true* 该平行光会产生动态阴影。 警告: 这样做的代价比较高而且需要一直调整到阴影看起来正确.
+			查看 [page:DirectionalLightShadow] 了解详细信息。该属性默认为 *false*。
 		</p>
 
 		<h3>[property:Boolean isDirectionalLight]</h3>
 		<p>
-			Used to check whether this or derived classes are directional lights. Default is *true*.<br /><br />
+			用来校验这个类或者派生类是不是平行光.默认是 *true*。<br /><br />
 
-			You should not change this, as it is used internally for optimisation.
+			不应该去改变这个变量,因为内部使用这个变量做了些优化的工作。
 		</p>
 
 
 		<h3>[property:Vector3 position]</h3>
 		<p>
-			This is set equal to [page:Object3D.DefaultUp] (0, 1, 0), so that the light shines from the top down.
+			假如这个值设置等于 [page:Object3D.DefaultUp] (0, 1, 0),那么光线将会从上往下照射。
 		</p>
 
 		<h3>[property:DirectionalLightShadow shadow]</h3>
 		<p>
-			A [page:DirectionalLightShadow] used to calculate shadows for this light.
+			这个 [page:DirectionalLightShadow] 对象用来计算该平行光产生的阴影。
 		</p>
 
 		<h3>[property:Object3D target]</h3>
 		<p>
-			The DirectionalLight points from its [page:.position position] to target.position. The default
-			position of the target is *(0, 0, 0)*.<br />
+			平行光的方向是从它的位置到目标位置。默认的目标位置为原点 *(0,0,0)*。<br />
 
-			*Note*: For the target's position to be changed to anything other than the default,
-			it must be added to the [page:Scene scene] using
+			注意: 对于目标的位置,要将其更改为除缺省值之外的任何位置,它必须被添加到 [page:Scene scene]
+			场景中去。
 		</p>
 		<code>
 		scene.add( light.target );
 		</code>
 		<p>
-			This is so that the target's [page:Object3D.matrixWorld matrixWorld] gets automatically
-			updated each frame.<br /><br />
-
-			It is also possible to set the target to be another object in the scene (anything with a
-			[page:Object3D.position position] property), like so:
+			这使得属性target中的 [page:Object3D.matrixWorld matrixWorld] 会每帧自动更新。
+			<br /><br />
+			它也可以设置target为场景中的其他对象(任意拥有 [page:Object3D.position position] 属性的对象), 示例如下:
 		</p>
 		<code>
 		var targetObject = new THREE.Object3D();
@@ -122,21 +114,20 @@
 		light.target = targetObject;
 		</code>
 		<p>
-			The directionalLight will now track the target object.
+			完成上述操作后,平行光现在就可以追踪到目标对像了。
 		</p>
 
 
-		<h2>Methods</h2>
+		<h2>方法</h2>
 
-		See the base [page:Light Light] class for common methods.
+		公共方法请查看基类 [page:Light Light]。
 
 		<h3>[method:DirectionalLight copy]( [param:DirectionalLight source] )</h3>
 		<p>
-		Copies value of all the properties from the [page:DirectionalLight source] to this
-		DirectionalLight.
+			复制 source 的值到这个平行光源对象。
 		</p>
 
-		<h2>Source</h2>
+		<h2>源码</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>

+ 25 - 25
docs/api/zh/lights/HemisphereLight.html

@@ -10,16 +10,16 @@
 	<body>
         [page:Object3D] &rarr; [page:Light] &rarr;
 
-		<h1>[name]</h1>
+		<h1>半球光([name]</h1>
 
 		<p class="desc">
-			A light source positioned directly above the scene, with color fading from the
-			sky color to the ground color. <br /><br />
+			光源直接放置于场景之上,光照颜色从天空光线颜色颜色渐变到地面光线颜色。
+			<br /><br />
 
-			This light cannot be used to cast shadows.
+			半球光不能投射阴影。
 		</p>
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 		<div>
 			[example:webgl_lights_hemisphere lights / hemisphere ]<br />
@@ -35,64 +35,64 @@ var light = new THREE.HemisphereLight( 0xffffbb, 0x080820, 1 );
 scene.add( light );
 </code>
 
-		<h2>Constructor</h2>
+		<h2>构造器(Constructor</h2>
 		<h3>[name]( [param:Integer skyColor], [param:Integer groundColor], [param:Float intensity] )</h3>
     <p>
-		[page:Integer skyColor] - (optional) hexadecimal color of the sky. Default is 0xffffff.<br />
-		[page:Integer groundColor] - (optional) hexadecimal color of the ground. Default is 0xffffff.<br />
-		[page:Float intensity] - (optional) numeric value of the light's strength/intensity. Default is 1.<br /><br />
+		[page:Integer skyColor] - (可选参数) 天空中发出光线的颜色。 缺省值 0xffffff。<br />
+		[page:Integer groundColor] - (可选参数) 地面发出光线的颜色。 缺省值 0xffffff。<br />
+		[page:Float intensity] - (可选参数) 光照强度。 缺省值 1。<br /><br />
 
-		Creates a new [name].
+		创建一个半球光。
 		</p>
 
-		<h2>Properties</h2>
+		<h2>属性(Properties</h2>
 		<p>
-			See the base [page:Light Light] class for common properties.
+			公共属性请查看基类[page:Light Light]。
 		</p>
 
 		<h3>[property:Boolean castShadow]</h3>
 		<p>
-			This is set to *undefined* in the constructor as hemisphere lights cannot cast shadows.
+			该参数在构造时被设置为 *undefined* 因为半球光不能投射阴影。
 		</p>
 
 
 		<h3>[property:Float color]</h3>
 		<p>
-			The light's sky color, as passed in the constructor.
-			Default is a new [page:Color] set to white (0xffffff).
+			在构造时传递的天空发出光线的颜色。
+			默认会创建 [page:Color] 并设置为白色(0xffffff)。
 		</p>
 
 		<h3>[property:Float groundColor]</h3>
 		<p>
-			The light's ground color, as passed in the constructor.
-			Default is a new [page:Color] set to white (0xffffff).
+			在构造时传递的地面发出光线的颜色。
+			默认会创建 [page:Color] 并设置为白色(0xffffff)。
 		</p>
 
 		<h3>[property:Boolean isHemisphereLight]</h3>
 		<p>
-			Used to check whether this or derived classes are hemisphere lights. Default is *true*.<br /><br />
+				用来校验这个类或者派生类是不是半球光。缺省值为 *true*。<br /><br />
 
-			You should not change this, as it used internally for optimisation.
+				不应该去改变这个变量,因为内部使用这个变量做了些优化的工作。
 		</p>
 
 		<h3>[property:Vector3 position]</h3>
 		<p>
-			This is set equal to [page:Object3D.DefaultUp] (0, 1, 0), so that the light shines from the top down.
+			假如这个值设置等于 [page:Object3D.DefaultUp] (0, 1, 0),那么光线将会从上往下照射。
 		</p>
 
 
 
-		<h2>Methods</h2>
+		<h2>方法(Methods</h2>
 
-		See the base [page:Light Light] class for common methods.
+		公共方法请查看基类 [page:Light Light]。
 
 		<h3>[method:HemisphereLight copy]( [param:HemisphereLight source] )</h3>
 		<p>
-			Copies the value of [page:.color color], [page:.intensity intensity] and
-			[page:.groundColor groundColor] from the [page:Light source] light into this one.
+			从[page:Light source]复制 [page:.color color], [page:.intensity intensity] 和
+			[page:.groundColor groundColor] 的值到当前半球光对象中。
 		</p>
 
-		<h2>Source</h2>
+		<h2>源码</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>

+ 20 - 20
docs/api/zh/lights/Light.html

@@ -13,66 +13,66 @@
 		<h1>[name]</h1>
 
 		<p class="desc">
-			Abstract base class for lights - all other light types inherit the properties and methods
-			described here.
+			光源的基类 - 所有其他的光类型都继承了该类描述的属性和方法。
 		</p>
 
 
-		<h2>Constructor</h2>
+		<h2>构造器(Constructor</h2>
 
 
 		<h3>[name]( [param:Integer color], [param:float intensity] )</h3>
 		<p>
-		[page:Integer color] - (optional) hexadecimal color of the light. Default is 0xffffff (white).<br />
-		[page:Float intensity] - (optional) numeric value of the light's strength/intensity. Default is 1.<br /><br />
+		[page:Integer color] - (可选参数) 16进制表示光的颜色。 缺省值 0xffffff (白色)。<br />
+		[page:Float intensity] - (可选参数) 光照强度。 缺省值 1。<br /><br />
 
-		Creates a new [name]. Note that this is not intended to be called directly (use one of derived classes instead).
+		创造一个新的光源。注意,这并不是直接调用的(而是使用派生类之一)。
 		</p>
 
-		<h2>Properties</h2>
+		<h2>属性(Properties</h2>
 		<p>
-			See the base [page:Object3D Object3D] class for common properties.
+			公共属性请查看基类[page:Object3D Object3D]。
 		</p>
 
 		<h3>[property:Color color]</h3>
 		<p>
-			Color of the light. Defaults to a new [page:Color] set to white, if not passed in the constructor.<br />
+			光源的颜色。如果构造的时候没有传递,默认会创建一个新的 [page:Color] 并设置为白色。
 		</p>
 
 		<h3>[property:Float intensity]</h3>
 		<p>
-			The light's intensity, or strength.<br />
-			In [page:WebGLRenderer.physicallyCorrectLights physically correct] mode, the product of
-			[page:.color color] * intensity is interpreted as luminous intensity measured in candela.<br />
-			Default - *1.0*.
+			光照的强度,或者说能量。
+			在 [page:WebGLRenderer.physicallyCorrectLights physically correct] 模式下, [page:.color color] 和强度
+			的乘积被解析为以坎德拉(candela)为单位的发光强度。
+			默认值 - *1.0*
+		<br />
 		</p>
 
 		<h3>[property:Boolean isLight]</h3>
 		<p>
-			Used to check whether this or derived classes are lights. Default is *true*.<br /><br />
+			用来校验这个类或者派生类是不是平行光。默认是 *true*。<br /><br />
 
-			You should not change this, as it used internally for optimisation.
+			不应该去改变这个变量,因为内部使用这个变量做了些优化的工作。
 		</p>
 
 
 		<h2>Methods</h2>
 		<p>
-			See the base [page:Object3D Object3D] class for common methods.
+			公共方法请查看基类 [page:Object3D Object3D]。
 		</p>
 
 
 		<h3>[method:Light copy]( [param:Light source] )</h3>
 		<p>
-		Copies the value of [page:.color color] and [page:.intensity intensity] from the
-		[page:Light source] light into this one.
+		从[page:Light source]复制 [page:.color color], [page:.intensity intensity] 
+		的值到当前光源对象中。
 		</p>
 
 		<h3>[method:JSON toJSON]( [param:String meta] )</h3>
 		<p>
-		Return Light data in JSON format.
+			以JSON格式返回光数据。
 		</p>
 
-		<h2>Source</h2>
+		<h2>源码</h2>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
 	</body>

+ 39 - 41
docs/api/zh/lights/PointLight.html

@@ -10,17 +10,16 @@
 	<body>
 		[page:Object3D] &rarr; [page:Light] &rarr;
 
-		<h1>[name]</h1>
+		<h1>点光源([name]</h1>
 
 		<p class="desc">
-			A light that gets emitted from a single point in all directions. A common use case for this
-			is to replicate the light emitted from a bare lightbulb.<br /><br />
-
-			 This light can cast shadows - see [page:LightShadow] page for details.
+			从一个点向各个方向发射的光源。一个常见的例子是模拟一个灯泡发出的光。
+			<br /><br />
+			该光源可以投射阴影 - 跳转至 [page:LightShadow] 查看更多细节。
 		</p>
 
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 		<p>
 			[example:canvas_lights_pointlights lights / pointlights ]<br />
@@ -39,77 +38,76 @@ scene.add( light );
 		</code>
 
 
-		<h2>Constructor</h2>
+		<h2>构造器(Constructor</h2>
 
 		<h3>[name]( [param:Integer color], [param:Float intensity], [param:Number distance], [param:Float decay] )</h3>
 		<p>
-			[page:Integer color] - (optional) hexadecimal color of the light. Default is 0xffffff (white).<br />
-			[page:Float intensity] - (optional) numeric value of the light's strength/intensity. Default is 1.<br /><br />
-			[page:Number distance] - The distance from the light where the intensity is 0.
-			When set to 0, then the light never stops. Default is 0.<br />
-			[page:Float decay] - The amount the light dims along the distance of the light. Default is 1.
-			For [page:WebGLRenderer.physicallyCorrectLights physically correct] lighting, set this to 2.<br /><br />
-
-			Creates a new [name].
+			[page:Integer color] - (可选参数)) 十六进制光照颜色。 缺省值 0xffffff (白色)。<br />
+			[page:Float intensity] - (可选参数) 光照强度。 缺省值 1。 <br /><br />
+			[page:Number distance] - 这个距离表示从光源到光照强度为0的位置。
+			当设置为0时,光永远不会消失(距离无穷大)。缺省值 0.<br />
+			[page:Float decay] - 沿着光照距离的衰退量。缺省值 1。
+			
+			在 [page:WebGLRenderer.physicallyCorrectLights physically correct] 模式中,decay = 2。<br /><br />
+
+			创建一个新的点光源(PointLight)。
 		</p>
 
-		<h2>Properties</h2>
+		<h2>属性(Properties</h2>
 		<p>
-			See the base [page:Light Light] class for common properties.
+			公共属性请查看基类[page:Light Light]。
 		</p>
 
 		<h3>[property:Float decay]</h3>
 		<p>
-			The amount the light dims along the distance of the light<br />
-			In [page:WebGLRenderer.physicallyCorrectLights physically correct] mode, decay = 2 leads to physically realistic light falloff.<br/>
-			Default is *1*.
+			沿着光照距离的衰减量<br />
+			在 [page:WebGLRenderer.physicallyCorrectLights physically correct] 模式下,decay 设置为等于2将实现现实世界的光衰减。<br/>
+			缺省值为 *1*。
 		</p>
 
 		<h3>[property:Float distance]</h3>
 		<p>
-			If non-zero, light will attenuate linearly from maximum intensity at the light's
-			position down to zero at this distance from the light. Default is *0.0*.
+			如果非零,那么光强度将会从最大值当前灯光位置处按照距离线性衰减到0。
+			缺省值为 *0.0*。
 		</p>
 
 		<h3>[property:Boolean isPointLight]</h3>
 		<p>
-			Used to check whether this or derived classes are point lights. Default is *true*.<br /><br />
+				用来校验这个类或者派生类是不是点光源。默认是 *true*。<br /><br />
 
-			You should not change this, as it used internally for optimisation.
+				不应该去改变这个变量,因为内部使用这个变量做了些优化的工作。
 		</p>
 
 		<h3>[property:Float power]</h3>
 		<p>
-			The light's power.<br />
-			In [page:WebGLRenderer.physicallyCorrectLights physically correct] mode, the luminous
-			power of the light measured in lumens. Default is *4Math.PI*. <br /><br />
-
-			This is directly related to the [page:.intensity intensity] in the ratio
-			<code>
+			光功率<br />
+			在 [page:WebGLRenderer.physicallyCorrectLights physically correct] 模式中,
+			表示以"流明(光通量单位)"为单位的光功率。 缺省值 - *4Math.PI*。 <br /><br />
+			
+			该值与 [page:.intensity intensity] 直接关联
+  			<code>
 				power = intensity * 4&pi;
 			</code>
-			and changing this will also change the intensity.
+			修改该值也会导致光强度的改变。
 		</p>
 
 		<h3>[property:LightShadow shadow]</h3>
 		<p>
-			A [page:LightShadow] used to calculate shadows for this light.<br /><br />
-
-			 The lightShadow's [page:LightShadow.camera camera]
-			is set to a  [page:PerspectiveCamera] with [page:PerspectiveCamera.fov fov] of 90,
-			[page:PerspectiveCamera.aspect aspect] of 1, [page:PerspectiveCamera.near near]
-			clipping plane at 0.5 and	[page:PerspectiveCamera.far far] clipping plane at 500.
+			[page:LightShadow]用与计算此光照的阴影。<br /><br />
+			
+			此对象的摄像机被设置为 [page:PerspectiveCamera.fov fov] 为90度,[page:PerspectiveCamera.aspect aspect]为1
+			,近裁剪面  [page:PerspectiveCamera.near near] 为0,远裁剪面[page:PerspectiveCamera.far far] 
+			为500的透视摄像机 [page:PerspectiveCamera]。
 		</p>
 
-		<h2>Methods</h2>
+		<h2>方法(Methods</h2>
 		<p>
-			See the base [page:Light Light] class for common methods.
+			公共方法请查看基类 [page:Light Light]。
 		</p>
 
 		<h3>[method:PointLight copy]( [param:PointLight source] )</h3>
 		<p>
-		Copies value of all the properties from the [page:PointLight source] to this
-		PointLight.
+			将所有属性的值从源 [page:PointLight source] 复制到此点光源对象。
 		</p>
 
 		<h2>Source</h2>

+ 20 - 22
docs/api/zh/lights/RectAreaLight.html

@@ -10,23 +10,22 @@
 	<body>
 		[page:Object3D] &rarr; [page:Light] &rarr;
 
-		<h1>[name]</h1>
+		<h1>平面光光源([name]</h1>
 
 		<p class="desc">
-			RectAreaLight emits light uniformly across the face a rectangular plane. This light type can be
-			used to simulate light sources such as bright windows or strip lighting.<br /><br />
+			平面光光源从一个矩形平面上均匀地发射光线。这种光源可以用来模拟像明亮的窗户或者条状灯光光源。<br /><br />
 
-			Important Notes:
+			注意事项:
 			<ul>
-				<li>There is no shadow support.</li>
-				<li>Only [page:MeshStandardMaterial MeshStandardMaterial] and [page:MeshPhysicalMaterial MeshPhysicalMaterial] are supported.</li>
-				<li>You have to include [link:https://threejs.org/examples/js/lights/RectAreaLightUniformsLib.js RectAreaLightUniformsLib] into your scene.</li>
+				<li>不支持阴影。</li>
+				<li>只支持 [page:MeshStandardMaterial MeshStandardMaterial] 和 [page:MeshPhysicalMaterial MeshPhysicalMaterial] 两种材质。</li>
+				<li>你必须在你的场景中加入 [link:https://threejs.org/examples/js/lights/RectAreaLightUniformsLib.js RectAreaLightUniformsLib] </li>
 			</ul>
 		</p>
 
 
 
-		<h2>Examples</h2>
+		<h2>示例</h2>
 
 		<p>
 			[example:webgl_lights_rectarealight WebGL / rectarealight ]
@@ -47,41 +46,40 @@ scene.add( rectLightHelper );
 		</p>
 
 
-		<h2>Constructor</h2>
+		<h2>构造器(Constructor</h2>
 
 
 		<h3>[name]( [param:Integer color], [param:Float intensity], [param:Float width], [param:Float height] )</h3>
 		<p>
-			[page:Integer color] - (optional) hexadecimal color of the light. Default is 0xffffff (white).<br />
-			[page:Float intensity] - (optional) the light's intensity, or brightness. Default is 1.<br />
-			[page:Float width] - (optional) width of the light. Default is 10.<br />
-			[page:Float height] - (optional) height of the light. Default is 10.<br /><br />
+			[page:Integer color] -  (可选参数) 十六进制数字表示的光照颜色。缺省值为 0xffffff (白色)<br />
+			[page:Float intensity] - (可选参数) 光源强度/亮度 。缺省值为 1。<br />
+			[page:Float width] - (可选参数) 光源宽度。缺省值为 10。<br />
+			[page:Float height] - (可选参数) 光源高度。缺省值为 10。<br /><br />
 
-			Creates a new [name].
+			创建一个新的平行光。
 		</p>
 
-		<h2>Properties</h2>
+		<h2>属性(Properties</h2>
 		<p>
-			See the base [page:Light Light] class for common properties.
+			公共属性请查看基类[page:Light Light]。
 		</p>
 
 		<h3>[property:Boolean isRectAreaLight]</h3>
 		<p>
-			Used to check whether this or derived classes are RectAreaLights. Default is *true*.<br /><br />
+			用来校验这个类或者它的派生类是不是平面光光源。缺省值是 *true*。<br /><br />
 
-			You should not change this, as it used internally for optimisation.
+			不应该去改变这个变量,因为内部使用这个变量做了些优化的工作。
 		</p>
 
-		<h2>Methods</h2>
+		<h2>方法(Methods</h2>
 		<p>
-			See the base [page:Light Light] class for common methods.
+			公共方法请查看基类 [page:Light Light]。
 		</p>
 
 
 		<h3>[method:RectAreaLight copy]( [param:RectAreaLight source] )</h3>
 		<p>
-		Copies value of all the properties from the [page:RectAreaLight source] to this
-		RectAreaLight.
+			将所有属性的值从源 [page:RectAreaLight source] 复制到此平面光光源对象。
 		</p>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]

+ 49 - 59
docs/api/zh/lights/SpotLight.html

@@ -10,26 +10,25 @@
 	<body>
 		[page:Object3D] &rarr; [page:Light] &rarr;
 
-		<h1>[name]</h1>
+		<h1>聚光灯([name]</h1>
 
 		<p class="desc">
-			This light gets emitted from a single point in one direction, along a cone that increases in size
-			the further from the light it gets. <br /><br />
+			聚光灯是从一个方向上的一个点发出,沿着一个圆锥体,它离光越远,它的尺寸就越大。 <br /><br />
 
-			This light can cast shadows - see the [page:SpotLightShadow] page for details.
+			该光源可以投射阴影 - 跳转至 [page:SpotLightShadow] 查看更多细节。
 		</p>
 
 
 
 
-		<h2>Example</h2>
+		<h2>示例</h2>
 
 		<iframe src='../examples/webgl_lights_spotlight.html'></iframe>
 		<p>
 			[example:webgl_lights_spotlight View in Examples ]
 		</p>
 
-		<h2>Other Examples</h2>
+		<h2>其他例子</h2>
 
 		<p>
 			[example:webgl_interactive_cubes_gpu interactive / cubes / gpu ]<br />
@@ -45,7 +44,7 @@
 			[example:webgl_shadowmap_viewer shadowmap / viewer]
 		</p>
 
-		<h2>Code Example</h2>
+		<h2>代码示例</h2>
 		<code>
 		// white spotlight shining from the side, casting a shadow
 
@@ -64,126 +63,117 @@
 		scene.add( spotLight );
 		</code>
 
-		<h2>Constructor</h2>
+		<h2>构造器(Constructor</h2>
 
 
 		<h3>[name]( [param:Integer color], [param:Float intensity], [param:Float distance], [param:Radians angle], [param:Float penumbra], [param:Float decay] )</h3>
 		<p>
-			[page:Integer color] - (optional) hexadecimal color of the light. Default is 0xffffff (white).<br />
-			[page:Float intensity] - (optional) numeric value of the light's strength/intensity. Default is 1.<br /><br />
-			[page:Float distance] - Maximum distance from origin where light will shine whose intensity
-			is attenuated linearly based on distance from origin. <br />
-			[page:Radians angle] - Maximum angle of light dispersion from its direction whose upper
-			bound is Math.PI/2.<br />
-			[page:Float penumbra] - Percent of the spotlight cone that is attenuated due to penumbra.
-			Takes values between zero and 1. Default is zero.<br />
-			[page:Float decay] - The amount the light dims along the distance of the light.<br /><br />
-
-			Creates a new [name].
+			[page:Integer color] - (可选参数) 十六进制光照颜色。 缺省值 0xffffff (白色)。<br />
+			[page:Float intensity] - (可选参数) 光照强度。 缺省值 1。<br /><br />
+			[page:Float distance] - 从光源发出光的最大距离,其强度根据光源的距离线性衰减。 <br />
+			[page:Radians angle] - 光线散射角度,最大为Math.PI/2。<br />
+			[page:Float penumbra] - 聚光锥的半影衰减百分比。在0和1之间的值。默认为0。<br />
+			[page:Float decay] - 沿着光照距离的衰减量。<br /><br />
+
+			创建一个新的聚光灯。
 		</p>
 
-		<h2>Properties</h2>
+		<h2>属性(Properties)</h2>
 
-		See the base [page:Light Light] class for common properties.
+		公共属性请查看基类[page:Light Light]。
 
 		<h3>[property:Float angle]</h3>
 		<p>
-			Maximum extent of the spotlight, in radians, from its direction. Should be no more than
-			*Math.PI/2*. The default is *Math.PI/3*.
+			从聚光灯的位置以弧度表示聚光灯的最大范围。应该不超过 *Math.PI/2*。默认值为 *Math.PI/3*。
 		</p>
 
 
 		<h3>[property:Boolean castShadow]</h3>
 		<p>
-			If set to *true* light will cast dynamic shadows. *Warning*: This is expensive and
-			requires tweaking to get shadows looking right. See the [page:SpotLightShadow] for details.
-			The default is *false*.
+			此属性设置为 *true* 聚光灯将投射阴影。警告: 这样做的代价比较高而且需要一直调整到阴影看起来正确。
+			查看 [page:SpotLightShadow] 了解详细信息。
+			默认值为 *false*
 		</p>
 
 		<h3>[property:Float decay]</h3>
 		<p>
-			The amount the light dims along the distance of the light.<br />
-			In [page:WebGLRenderer.physicallyCorrectLights physically correct] mode, decay = 2 leads to
-			physically realistic light falloff. The default is *1*.
+			沿着光照距离的衰减量<br />
+			在 [page:WebGLRenderer.physicallyCorrectLights physically correct] 模式下,decay 设置为等于2将实现现实世界的光衰减。<br/>
+			缺省值为 *1*。
 		</p>
 
 		<h3>[property:Float distance]</h3>
 		<p>
-			If non-zero, light will attenuate linearly from maximum intensity at the light's
-			position down to zero at this distance from the light. Default is *0.0*.
+			如果非零,那么光强度将会从最大值当前灯光位置处按照距离线性衰减到0。
+			缺省值为 *0.0*。
 		</p>
 
 		<h3>[property:Boolean isSpotLight]</h3>
 		<p>
-			Used to check whether this or derived classes are spot lights. Default is *true*.<br /><br />
+				用来校验这个类或者它的派生类是不是聚光灯光源。缺省值是 *true*。<br /><br />
 
-			You should not change this, as it used internally for optimisation.
+				不应该去改变这个变量,因为内部使用这个变量做了些优化的工作。
 		</p>
 
 		<h3>[property:Float penumbra]</h3>
 		<p>
-			Percent of the spotlight cone that is attenuated due to penumbra. Takes values between
-			zero and 1. The default is *0.0*.
+				聚光锥的半影衰减百分比。在0和1之间的值。
+				默认值 — 0.0。
 		</p>
 
 		<h3>[property:Vector3 position]</h3>
 		<p>
-			This is set equal to [page:Object3D.DefaultUp] (0, 1, 0), so that the light shines from the top down.
+			假如这个值设置等于 [page:Object3D.DefaultUp] (0, 1, 0),那么光线将会从上往下照射。
 		</p>
 
 		<h3>[property:Float power]</h3>
 		<p>
-			The light's power.<br />
-			In [page:WebGLRenderer.physicallyCorrectLights physically correct] mode, the luminous
-			power of the light measured in lumens. Default is *4Math.PI*. <br /><br />
-
-			This is directly related to the [page:.intensity intensity] in the ratio
-			<code>
-				power = intensity * &pi;
+			光功率<br />
+			在 [page:WebGLRenderer.physicallyCorrectLights physically correct] 模式中,
+			表示以"流明(光通量单位)"为单位的光功率。 缺省值 - *4Math.PI*。 <br /><br />
+			
+			该值与 [page:.intensity intensity] 直接关联
+				<code>
+				power = intensity * 4&pi;
 			</code>
-			and changing this will also change the intensity.
+			修改该值也会导致光强度的改变。
 		</p>
 
 		<h3>[property:SpotLightShadow shadow]</h3>
 		<p>
-			A [page:SpotLightShadow] used to calculate shadows for this light.
+			[page:SpotLightShadow]用与计算此光照的阴影。
 		</p>
 
 
 		<h3>[property:Object3D target]</h3>
 		<p>
-			The Spotlight points from its [page:.position position] to target.position. The default
-			position of the target is *(0, 0, 0)*.<br />
-
-			*Note*: For the target's position to be changed to anything other than the default,
-			it must be added to the [page:Scene scene] using
+				平行光的方向是从它的位置到目标位置.默认的目标位置为原点 *(0,0,0)*。<br />
+				注意: 对于目标的位置,要将其更改为除缺省值之外的任何位置,它必须被添加到 [page:Scene scene]
+				场景中去。
 			<code>
 				scene.add( light.target );
 			</code>
 
-			This is so that the target's [page:Object3D.matrixWorld matrixWorld] gets automatically
-			updated each frame.<br /><br />
+			这使得属性target中的 [page:Object3D.matrixWorld matrixWorld] 会每帧自动更新。<br /><br />
 
-			It is also possible to set the target to be another object in the scene (anything with a
-			[page:Object3D.position position] property), like so:
+			它也可以设置target为场景中的其他对象(任意拥有 [page:Object3D.position position] 属性的对象), 示例如下:
 			<code>
 var targetObject = new THREE.Object3D();
 scene.add(targetObject);
 
 light.target = targetObject;
 			</code>
-			The spotlight will now track the target object.
+			完成上述操作后,聚光灯现在就可以追踪到目标对像了。
 		</p>
 
 
-		<h2>Methods</h2>
+		<h2>方法(Methods</h2>
 
-		See the base [page:Light Light] class for common methods.
+		公共方法请查看基类 [page:Light Light]。
 
 		<h3>[method:SpotLight copy]( [param:SpotLight source] )</h3>
 		<p>
-		Copies value of all the properties from the [page:SpotLight source] to this
-		SpotLight.
+			将所有属性的值从源 [page:SpotLight source] 复制到此聚光灯光源对象。
 		</p>
 
 		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]