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zh doc: sync the change in /api folder since 20200520 from en doc folder

gogoend 5 years ago
parent
commit
f70748f5e2

+ 1 - 1
docs/api/zh/cameras/OrthographicCamera.html

@@ -74,7 +74,7 @@
 		<h3>[property:Float far]</h3>
 		<p>
 			摄像机视锥体远端面,其默认值为*2000*。<br /><br />
-			Must be greater than the current value of [page:.near near] plane.
+			该值必须大于[page:.near near] plane(摄像机视锥体近端面)的值。
 
 		</p>
 

+ 1 - 1
docs/api/zh/cameras/PerspectiveCamera.html

@@ -62,7 +62,7 @@
 		<p>
 			摄像机的远端面,默认值是*2000*。
 			<br /><br />
-			Must be greater than the current value of [page:.near near] plane.
+			该值必须大于[page:.near near] plane(摄像机视锥体近端面)的值。
 		</p>
 
 		<h3>[property:Float filmGauge]</h3>

+ 1 - 0
docs/api/zh/constants/Renderer.html

@@ -46,6 +46,7 @@
 		THREE.LinearToneMapping
 		THREE.ReinhardToneMapping
 		THREE.CineonToneMapping
+		THREE.ACESFilmicToneMapping
 		</code>
 		<p>
 		这些常量定义了WebGLRenderer中[page:WebGLRenderer.toneMapping toneMapping]的属性。

+ 1 - 1
docs/api/zh/extras/curves/CatmullRomCurve3.html

@@ -67,7 +67,7 @@
 		<p>可能的值为*centripetal*、*chordal*和*catmullrom*。</p>
 
 		<h3>[property:float tension]</h3>
-		<p>当[page:.type]为*catmullrom*时,定义catmullrom的张力。</p>
+		<p>当[page:.curveType]为*catmullrom*时,定义catmullrom的张力。</p>
 
 
 		<h2>方法</h2>

+ 1 - 1
docs/api/zh/geometries/ExtrudeBufferGeometry.html

@@ -79,7 +79,7 @@
 				<li>bevelSize — float。斜角与原始形状轮廓之间的延伸距离,默认值为bevelThickness-2。</li>
 				<li>bevelOffset — float. Distance from the shape outline that the bevel starts. Default is 0.</li>
 				<li>bevelSegments — int。斜角的分段层数,默认值为3。</li>
-				<li>extrudePath — THREE.Curve对象。一条沿着被挤出形状的三维样条线。</li>
+				<li>extrudePath — THREE.Curve对象。一条沿着被挤出形状的三维样条线。Bevels not supported for path extrusion.</li>
 				<li>UVGenerator —  Object。提供了UV生成器函数的对象。</li>
 			</ul>
 

+ 1 - 1
docs/api/zh/geometries/ExtrudeGeometry.html

@@ -78,7 +78,7 @@
 				<li>bevelSize — float。斜角与原始形状轮廓之间的延伸距离,默认值为bevelThickness-2。</li>
 				<li>bevelOffset — float. Distance from the shape outline that the bevel starts. Default is 0.</li>
 				<li>bevelSegments — int。斜角的分段层数,默认值为3。</li>
-				<li>extrudePath — THREE.Curve对象。一条沿着被挤出形状的三维样条线。</li>
+				<li>extrudePath — THREE.Curve对象。一条沿着被挤出形状的三维样条线。Bevels not supported for path extrusion.</li>
 				<li>UVGenerator —  Object。提供了UV生成器函数的对象。</li>
 			</ul>
 

+ 32 - 1
docs/api/zh/materials/Material.html

@@ -105,7 +105,8 @@
 
 <h3>[property:Boolean stencilWrite]</h3>
 <p>
-Whether stencil operations are performed against the stencil buffer. In order to perform writes or comparisons against the stencil buffer this value must be *true*. Default is *false*.</p>
+Whether stencil operations are performed against the stencil buffer. In order to perform writes or comparisons against the stencil buffer this value must be *true*. Default is *false*.
+</p>
 
 <h3>[property:Integer stencilWriteMask]</h3>
 <p>
@@ -286,6 +287,36 @@ Defines whether vertex coloring is used. Default is *false*.
 Unlike properties, the callback is not supported by [page:Material.clone .clone](), [page:Material.copy .copy]() and [page:Material.toJSON .toJSON]().
 </p>
 
+<h3>[method:String customProgramCacheKey]()</h3>
+<p>
+In case onBeforeCompile is used, this callback can be used to identify values of settings used in onBeforeCompile, so three.js can reuse a cached shader or recompile the shader for this material as needed.
+</p>
+
+<p>
+For example, if onBeforeCompile contains a conditional statement like:<br />
+
+<code>if ( black ) {
+
+	shader.fragmentShader = shader.fragmentShader.replace('gl_FragColor = vec4(1)', 'gl_FragColor = vec4(0)')
+
+}
+</code>
+
+then customProgramCacheKey should be set like this:<br />
+
+<code>material.customProgramCacheKey = function() {
+
+	return black ? '1' : '0';
+
+}
+</code>
+
+</p>
+
+<p>
+Unlike properties, the callback is not supported by [page:Material.clone .clone](), [page:Material.copy .copy]() and [page:Material.toJSON .toJSON]().
+</p>
+
 <h3>[method:null setValues]( [param:object values] )</h3>
 <p> values -- 具有参数的容器。
 	根据*values*设置属性。<br/>

+ 19 - 19
docs/api/zh/math/Box3.html

@@ -66,7 +66,7 @@
 
 		<h2>方法(Methods)</h2>
 
-		<h3>[method:Box3 applyMatrix4]( [param:Matrix4 matrix] )</h3>
+		<h3>[method:this applyMatrix4]( [param:Matrix4 matrix] )</h3>
 		<p>
 		[page:Matrix4 matrix] - 要应用的 [page:Matrix4] <br /><br />
 
@@ -97,7 +97,7 @@
 		当传入的值 [page:Vector3 point] 在包围盒内部或者边界都会返回true。
 		</p>
 
-		<h3>[method:Box3 copy]( [param:Box3 box] )</h3>
+		<h3>[method:this copy]( [param:Box3 box] )</h3>
 		<p>
 		[page:Box3 box]  - 需要复制的包围盒 [page:Box3] 。<br /><br />
 
@@ -119,7 +119,7 @@
 		返回true如果传入的值与当前的对象 [page:Box3 box] 有相同的上下边界。
 		</p>
 
-		<h3>[method:Box3 expandByObject]( [param:Object3D object] )</h3>
+		<h3>[method:this expandByObject]( [param:Object3D object] )</h3>
 		<p>
 		[page:Object3D object] - 包裹在包围盒中的3d对象 [page:Object3D]。<br /><br />
 
@@ -128,21 +128,21 @@
 
 		</p>
 
-		<h3>[method:Box3 expandByPoint]( [param:Vector3 point] )</h3>
+		<h3>[method:this expandByPoint]( [param:Vector3 point] )</h3>
 		<p>
 		[page:Vector3 point] - 需要在包围盒中的点 [page:Vector3]。<br /><br />
 
 		扩展这个包围盒的边界使得该点([page:Vector3 point])在包围盒内。
 		</p>
 
-		<h3>[method:Box3 expandByScalar]( [param:float scalar] )</h3>
+		<h3>[method:this expandByScalar]( [param:float scalar] )</h3>
 		<p>
 		[page:float scalar] - 扩展包围盒的比例。<br /><br />
 
 		按 [page:float scalar] 的值展开盒子的每个维度。如果是负数,盒子的尺寸会缩小。
 		</p>
 
-		<h3>[method:Box3 expandByVector]( [param:Vector3 vector] )</h3>
+		<h3>[method:this expandByVector]( [param:Vector3 vector] )</h3>
 		<p>
 		[page:Vector3 vector] - 扩展包围盒的数值 [page:Vector3] 。<br /><br />
 
@@ -182,12 +182,12 @@
 		返回包围盒的宽度,高度,和深度。
 		</p>
 
-		<h3>[method:Box3 intersect]( [param:Box3 box] )</h3>
+		<h3>[method:this intersect]( [param:Box3 box] )</h3>
 		<p>
 		[page:Box3 box] - 与包围盒的交集<br /><br />
 
-		返回此包围盒和 [page:Box3 box] 的交集,将此框的上界设置为两个框的max的较小部分,
-		将此包围盒的下界设置为两个包围盒的min的较大部分。
+		计算此包围盒和 [page:Box3 box] 的交集,将此框的上界设置为两个框的max的较小部分,
+		将此包围盒的下界设置为两个包围盒的min的较大部分。If there's no overlap, makes this box empty.
 		</p>
 
 		<h3>[method:Boolean intersectsBox]( [param:Box3 box] )</h3>
@@ -224,10 +224,10 @@
 		注意,下界和上界相等的方框仍然包含一个点,即两个边界共享的那个点。
 		</p>
 
-		<h3>[method:Box3 makeEmpty]()</h3>
+		<h3>[method:this makeEmpty]()</h3>
 		<p>清空包围盒。</p>
 
-		<h3>[method:Box3 set]( [param:Vector3 min], [param:Vector3 max] )</h3>
+		<h3>[method:this set]( [param:Vector3 min], [param:Vector3 max] )</h3>
 		<p>
 		[page:Vector3 min] - [page:Vector3] 表示下边界每个纬度(x,y,z)的值。<br />
 		[page:Vector3 max] - [page:Vector3] 表示上边界每个纬度(x,y,z)的值。<br /><br />
@@ -236,21 +236,21 @@
 		Please note that this method only copies the values from the given objects.
 		</p>
 
-		<h3>[method:Box3 setFromArray]( [param:Array array] ) [param:Box3 this]</h3>
+		<h3>[method:this setFromArray]( [param:Array array] ) [param:Box3 this]</h3>
 		<p>
 		array -- 数组当中的所有的点都将被包围盒包裹。<br /><br />
 
 		设置包围盒的上下边界使得数组 *array* 中的所有点的点都被包含在内。
 		</p>
 
-		<h3>[method:Box3 setFromBufferAttribute]( [param:BufferAttribute attribute] ) [param:Box3 this]</h3>
+		<h3>[method:this setFromBufferAttribute]( [param:BufferAttribute attribute] ) [param:Box3 this]</h3>
 		<p>
 		[page:BufferAttribute attribute] - 位置的缓冲数据,包含在返回的包围盒内。<br /><br />
 
 		设置此包围盒的上边界和下边界,以包含 [page:BufferAttribute attribute] 中的所有位置数据。
 		</p>
 
-		<h3>[method:Box3 setFromCenterAndSize]( [param:Vector3 center], [param:Vector3 size] ) [param:Box3 this]</h3>
+		<h3>[method:this setFromCenterAndSize]( [param:Vector3 center], [param:Vector3 size] ) [param:Box3 this]</h3>
 		<p>
 		[page:Vector3 center], - 包围盒所要设置的中心位置。 <br>
 		[page:Vector3 size] - 包围盒所要设置的x、y和z尺寸(宽/高/长)。<br /><br />
@@ -258,7 +258,7 @@
 		将当前包围盒的中心点设置为 [page:Vector3 center] ,并将此包围盒的宽度,高度和深度设置为大小指定 [page:Vector3 size] 的值。
 		</p>
 
-		<h3>[method:Box3 setFromObject]( [param:Object3D object] )</h3>
+		<h3>[method:this setFromObject]( [param:Object3D object] )</h3>
 		<p>
 		[page:Object3D object] - 用来计算包围盒的3D对象 [page:Object3D]。<br /><br />
 
@@ -267,14 +267,14 @@
 
 		</p>
 
-		<h3>[method:Box3 setFromPoints]( [param:Array points] )</h3>
+		<h3>[method:this setFromPoints]( [param:Array points] )</h3>
 		<p>
 		[page:Array points] - 计算出的包围盒将包含数组中所有的点 [page:Vector3 Vector3s]<br /><br />
 
 		设置此包围盒的上边界和下边界,以包含数组 [page:Array points] 中的所有点。
 		</p>
 
-		<h3>[method:Box3 translate]( [param:Vector3 offset] )</h3>
+		<h3>[method:this translate]( [param:Vector3 offset] )</h3>
 		<p>
 		[page:Vector3 offset] - 偏移方向和距离。<br /><br />
 
@@ -282,9 +282,9 @@
 		偏移量为 [page:Vector3 offset] 大小。
 		</p>
 
-		<h3>[method:Box3 union]( [param:Box3 box] )</h3>
+		<h3>[method:this union]( [param:Box3 box] )</h3>
 		<p>
-		[page:Box3 box] - 要结合在一起的包围盒。<br /><br />
+		[page:Box3 box] - 将被用于与该盒子计算并集的盒子。<br /><br />
 
 		在 [page:Box3 box] 参数的上边界和已有box对象的上边界之间取较大者,而对两者的下边界取较小者,这样获得一个新的较大的联合盒子。
 		</p>

+ 1 - 1
docs/api/zh/renderers/WebGLRenderer.html

@@ -363,7 +363,7 @@
 
 		<h3>[method:null render]( [param:Object3D scene], [param:Camera camera] )</h3>
 		<p>
-			用相机([page:Camera camera])渲染一个场景([page:Scene scene])<br />
+			用相机([page:Camera camera])渲染一个场景([page:Scene scene])或是其它类型的[page:Object3D object]。<br />
 
 			渲染一般是在canvas上完成的,或者是[page:WebGLRenderTarget renderTarget](如果有指定)<br />
 

+ 2 - 2
docs/api/zh/scenes/Scene.html

@@ -42,7 +42,7 @@
 		<h3>[property:Texture environment]</h3>
 		<p>
 		If not null, this texture is set as the environment map for all physical materials in the scene.
-		However, it's not possible to overwrite an existing texture assigned to [page:MeshStandardMaterial.envmap]. Default is null.
+		However, it's not possible to overwrite an existing texture assigned to [page:MeshStandardMaterial.envMap]. Default is null.
 		</p>
 
 		<h3>[property:Fog fog]</h3>
@@ -61,7 +61,7 @@
 			清除[page:WebGLRenderer]内部所缓存的场景相关的数据。
 		</p>
 
-		<h3>[method:JSON toJSON]</h3>
+		<h3>[method:Object toJSON]( [param:Object meta] )</h3>
 		<p>
 			meta -- 包含有元数据的对象,例如场景中的的纹理或图片。
 			将scene对象转换为 three.js [link:https://github.com/mrdoob/three.js/wiki/JSON-Object-Scene-format-4 JSON Object/Scene format](three.js JSON 物体/场景格式)。

+ 8 - 0
docs/api/zh/textures/DataTexture3D.html

@@ -39,6 +39,14 @@
 		共有属性请参见其基类[page:Texture Texture]。
 		</p>
 
+		<h3>[property:number wrapR]</h3>
+		<p>
+		This defines how the texture is wrapped in the depth direction.<br />
+		The default is [page:Textures THREE.ClampToEdgeWrapping], where the edge is clamped to the outer edge texels.
+		The other two choices are [page:Textures THREE.RepeatWrapping] and [page:Textures THREE.MirroredRepeatWrapping].
+		See the [page:Textures texture constants] page for details.
+		</p>
+
 		<h2>方法</h2>
 
 		<p>