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Commits on Feb 21, 2019

  1. Verified

    This commit was signed with the committer’s verified signature.
    daveleek David Leek
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  3. AnimationUtils: Clean up.

    donmccurdy committed Feb 21, 2019
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Commits on Jun 4, 2019

  1. OrbitControls: get keydown events from scope.domElement

    Binding to window has issue that keys events are received
    even when not meant for OrbitControls. It also means arrow
    keys can be blocked since when an arrow key is pressed
    the OrbitControls call event.preventDefault so that the
    page does not scroll.
    
    Binding to scope.domElement is either the document if no
    element is passed in (in which case the same issue as mentioned
    above exists) but if you pass in an element like the canvas
    itself then you can receive keyboard events on other elements
    providing a workaround when needed to the issue mentioned
    above.
    greggman committed Jun 4, 2019
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Commits on Jul 26, 2019

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Commits on Jul 27, 2019

  1. Docs: Object3D updateMatrix

    sciecode committed Jul 27, 2019
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Commits on Aug 28, 2019

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Commits on Aug 31, 2019

  1. Merge pull request #13 from mrdoob/dev

    Merge from upstream.
    gogoend authored Aug 31, 2019
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Commits on Sep 4, 2019

  1. Update JSM module

    migiyubi committed Sep 4, 2019
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Commits on Sep 7, 2019

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Commits on Sep 16, 2019

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  2. Docs: Clean up

    Mugen87 committed Sep 16, 2019
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Commits on Sep 17, 2019

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Commits on Sep 22, 2019

  1. Color improvements

    * expose ColorKeywords (as Color.NAMES) to be used by external code
    * add setStyleName to set color directly by ColorKeywords name
    pauldps committed Sep 22, 2019
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  3. Color: fix after rebase

    pauldps committed Sep 22, 2019
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Commits on Sep 23, 2019

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Commits on Sep 27, 2019

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Commits on Sep 30, 2019

  1. fixed uniformsNeedUpdate for shader material

    hazed committed Sep 30, 2019
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  4. Merge pull request #17617 from sandersn/fix-import/export-clash-in-dts

    Fix import/export clash in .d.ts files
    Mugen87 authored Sep 30, 2019
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  6. Removed WebGL2Renderer.

    mrdoob committed Sep 30, 2019
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  9. WebGLState: Cache isWebGL2.

    mrdoob committed Sep 30, 2019
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  10. WebGLUtils: Cache isWebGL2.

    mrdoob committed Sep 30, 2019
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  11. WebGLTextures: Cache isWebGL2, maxTexture, maxCubemapSize, maxTexture…

    …Size and maxSamples.
    mrdoob committed Sep 30, 2019
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Commits on Oct 1, 2019

  1. Merge pull request #17622 from shrekshao/fix-basis-transcode-parameter

    BasisTextureLoader: Fix basisFile.transcodeImage parameters
    mrdoob authored Oct 1, 2019
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  4. Merge pull request #17624 from JohannesDeml/typedefinition-Equirectan…

    …gularToCubeGenerator-variables
    
    Typedefinition add EquirectangularToCubeGenerator variables
    Mugen87 authored Oct 1, 2019
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  8. TS: Clean up.

    Mugen87 committed Oct 1, 2019
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  9. Merge pull request #14784 from pauloddr/patch-color-improvements

    Color: add .setColorName() and Color.NAMES
    Mugen87 authored Oct 1, 2019
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  10. Merge pull request #17627 from Mugen87/dev38

    TS: Added InstancedMesh.d.ts.
    Mugen87 authored Oct 1, 2019
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  11. Merge pull request #17373 from migiyubi/patch-svgrenderer

    SVGRenderer: Fix opacity is not applied to line
    Mugen87 authored Oct 1, 2019
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  12. Merge pull request #17591 from amakaseev/fix-shader-material-refresh

    fix double WebGLUniforms upload for ShaderMaterial if uniformsNeedUpdate
    Mugen87 authored Oct 1, 2019
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  13. Update builds.

    Mugen87 committed Oct 1, 2019
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  15. InstancedMesh: Remove .type.

    Mugen87 committed Oct 1, 2019
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  16. r110dev

    mrdoob committed Oct 1, 2019
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  18. Updated builds.

    mrdoob committed Oct 1, 2019
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  19. Prevent overscroll

    WestLangley committed Oct 1, 2019
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  20. Merge pull request #17628 from Mugen87/dev38

    Documentation: Added InstancedMesh page.
    mrdoob authored Oct 1, 2019
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Showing 556 changed files with 8,797 additions and 55,824 deletions.
6 changes: 3 additions & 3 deletions .github/ISSUE_TEMPLATE.md
Original file line number Diff line number Diff line change
@@ -11,13 +11,13 @@ Always include a code snippet, screenshots, and any relevant models or textures

Please also include a live example if possible. You can start from these templates:

* [jsfiddle](https://jsfiddle.net/yn8azeg1/) (latest release branch)
* [jsfiddle](https://jsfiddle.net/kLwhx875/) (dev branch)
* [jsfiddle](https://jsfiddle.net/hyok6tvj/) (latest release branch)
* [jsfiddle](https://jsfiddle.net/c5m1kazu/) (dev branch)

##### Three.js version

- [ ] Dev
- [ ] r109
- [ ] r110
- [ ] ...

##### Browser
1,800 changes: 1,111 additions & 689 deletions build/three.js

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1,723 changes: 866 additions & 857 deletions build/three.min.js

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1,798 changes: 1,108 additions & 690 deletions build/three.module.js

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4 changes: 4 additions & 0 deletions docs/api/en/animation/AnimationUtils.html
Original file line number Diff line number Diff line change
@@ -48,6 +48,10 @@ <h3>[method:Array sortedArray]( values, stride, order )</h3>
Sorts the array previously returned by [page:AnimationUtils.getKeyframeOrder getKeyframeOrder].
</p>

<h3>[method:AnimationClip subclip]( [param:AnimationClip clip], [param:String name], [param:Number startFrame], [param:Number endFrame], [param:Number fps] )</h3>
<p>
Creates a new clip, containing only the segment of the original clip between the given frames.
</p>

<h2>Source</h2>

24 changes: 15 additions & 9 deletions docs/api/en/audio/Audio.html
Original file line number Diff line number Diff line change
@@ -85,14 +85,11 @@ <h3>[property:AudioListener listener]</h3>
<h3>[property:Number playbackRate]</h3>
<p>Speed of playback. Default is *1*.</p>

<h3>[property:Number startTime]</h3>
<p>The time at which the sound should begin to play. Same as the *when* paramter of [link:https://developer.mozilla.org/en-US/docs/Web/API/AudioBufferSourceNode/start AudioBufferSourceNode.start](). Default is *0*.</p>

<h3>[property:Number offset]</h3>
<p>An offset to the time within the audio buffer that playback should begin. Same as the *offset* paramter of [link:https://developer.mozilla.org/en-US/docs/Web/API/AudioBufferSourceNode/start AudioBufferSourceNode.start](). Default is *0*.</p>
<p>An offset to the time within the audio buffer that playback should begin. Same as the *offset* parameter of [link:https://developer.mozilla.org/en-US/docs/Web/API/AudioBufferSourceNode/start AudioBufferSourceNode.start](). Default is *0*.</p>

<h3>[property:Number duration]</h3>
<p>Overrides the duration of the audio. Same as the *duration* paramter of [link:https://developer.mozilla.org/en-US/docs/Web/API/AudioBufferSourceNode/start AudioBufferSourceNode.start](). Default is *undefined* to play the whole buffer.</p>
<p>Overrides the duration of the audio. Same as the *duration* parameter of [link:https://developer.mozilla.org/en-US/docs/Web/API/AudioBufferSourceNode/start AudioBufferSourceNode.start](). Default is *undefined* to play the whole buffer.</p>

<h3>[property:String source]</h3>
<p>An [link:https://developer.mozilla.org/en-US/docs/Web/API/AudioBufferSourceNode AudioBufferSourceNode] created
@@ -150,7 +147,7 @@ <h3>[method:Float getVolume]( value )</h3>
Return the current volume.
</p>

<h3>[method:Audio play]()</h3>
<h3>[method:Audio play]( delay )</h3>
<p>
If [page:Audio.hasPlaybackControl hasPlaybackControl] is true, starts playback.
</p>
@@ -162,7 +159,7 @@ <h3>[method:Audio pause]()</h3>

<h3>[method:null onEnded]()</h3>
<p>
Called automatically when playback finished. Sets If [page:Audio.isPlaying isPlaying] to false.
Called automatically when playback finished.
</p>

<h3>[method:Audio setBuffer]( audioBuffer )</h3>
@@ -188,6 +185,16 @@ <h3>[method:Audio setLoop]( [param:Boolean value] )</h3>
(whether playback should loop).
</p>

<h3>[method:Audio setLoopStart]( [param:Float value] )</h3>
<p>
Set [link:https://developer.mozilla.org/en-US/docs/Web/API/AudioBufferSourceNode/loopStart source.loopStart] to *value*.
</p>

<h3>[method:Audio setLoopEnd]( [param:Float value] )</h3>
<p>
Set [link:https://developer.mozilla.org/en-US/docs/Web/API/AudioBufferSourceNode/loopEnd source.loopEnd] to *value*.
</p>

<h3>[method:Audio setMediaElementSource]( mediaElement )</h3>
<p>
Applies the given object of type [link:https://developer.mozilla.org/en-US/docs/Web/API/HTMLMediaElement HTMLMediaElement] as the source of this audio.<br />
@@ -219,8 +226,7 @@ <h3>[method:Audio setVolume]( [param:Float value] )</h3>

<h3>[method:Audio stop]()</h3>
<p>
If [page:Audio.hasPlaybackControl hasPlaybackControl] is enabled, stops playback,
resets [page:Audio.startTime startTime] to *0* and sets [page:Audio.isPlaying isPlaying] to false.
If [page:Audio.hasPlaybackControl hasPlaybackControl] is enabled, stops playback.
</p>

<h2>Source</h2>
30 changes: 12 additions & 18 deletions docs/api/en/constants/DrawModes.html
Original file line number Diff line number Diff line change
@@ -11,13 +11,7 @@
<h1>Draw Mode Constants</h1>

<p class="desc">
These are valid values for [page:Mesh.drawMode], and control how the list of vertices is interpeted once sent to the GPU.<br /><br />

Note that these only work when [page:Mesh.geometry] is a [page:BufferGeometry]. Changing this
when [page:Mesh.geometry] is a [page:Geometry] will have no effect.<br /><br />



These are valid values for [page:Mesh.drawMode], and control how the list of vertices is interpeted once sent to the GPU.
</p>

<h2>Draw Modes</h2>
@@ -26,7 +20,7 @@ <h2>Draw Modes</h2>
THREE.TrianglesDrawMode
</code>
<p>
This is the default, and results in every three consecutive vertices (v0, v1, v2), (v2, v3, v5), ...
This is the default, and results in every three consecutive vertices (v0, v1, v2), (v3, v4, v5), ...
being interpreted as a separate triangle. <br />
If the number of vertices is not a multiple of 3, excess vertices are ignored.
</p>
@@ -56,15 +50,17 @@ <h2>Draw Modes</h2>
<h2>Usage</h2>

<code>
var geometry = new THREE.Geometry();
var geometry = new THREE.BufferGeometry();

var vertices = [];

geometry.vertices.push(
new THREE.Vector3( -10, 10, 0 ),
new THREE.Vector3( -10, -10, 0 ),
new THREE.Vector3( 10, -10, 0 ),
...
);
geometry.faces.push( new THREE.Face3( 0, 1, 2 ), ... );
vertices.push( -10, 10, 0 );
vertices.push( -10, -10, 0 );
vertices.push( 10, -10, 0 );

// ...

geometry.addAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );

var material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );

@@ -74,8 +70,6 @@ <h2>Usage</h2>
scene.add( mesh );
</code>



<h2>Source</h2>

<p>
22 changes: 9 additions & 13 deletions docs/api/en/core/BufferAttribute.html
Original file line number Diff line number Diff line change
@@ -58,16 +58,6 @@ <h3>[property:Integer count]</h3>
then this will count the number of such vectors stored.
</p>

<h3>[property:Boolean dynamic]</h3>
<p>
Whether the buffer is dynamic or not. Default is *false*.<br />

If false, the GPU is informed that contents of the buffer are likely to be used often and not change often.
This corresponds to the [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/bufferData gl.STATIC_DRAW] flag.<br />
if true, the GPU is informed that contents of the buffer are likely to be used often and change often.
This corresponds to the [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/bufferData gl.DYNAMIC_DRAW] flag.
</p>

<h3>[property:Boolean isBufferAttribute]</h3>
<p>
Used to check whether this or derived classes are BufferAttributes. Default is *true*.<br /><br />
@@ -111,10 +101,16 @@ <h3>[property:Object updateRange]</h3>
related to color).
</p>

<h3>[property:Usage usage]</h3>
<p>
Defines the intended usage pattern of the data store for optimization purposes. Corresponds to the *usage* parameter of
[link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/bufferData WebGLRenderingContext.bufferData]().
Default is *THREE.StaticDrawUsage*.
</p>

<h3>[property:Integer version]</h3>
<p>A version number, incremented every time the [page:BufferAttribute.needsUpdate needsUpdate] property is set to true.</p>


<h2>Methods</h2>

<h3>[method:BufferAttribute clone]() </h3>
@@ -178,8 +174,8 @@ <h3>[method:BufferAttribute set] ( [param:Array value], [param:Integer offset] )
being a [page:TypedArray].
</p>

<h3>[method:BufferAttribute setDynamic] ( [param:Boolean value] ) </h3>
<p>Set [page:BufferAttribute.dynamic dynamic] to value.</p>
<h3>[method:BufferAttribute setUsage] ( [param:Usage value] ) </h3>
<p>Set [page:BufferAttribute.usage usage] to value.</p>

<h3>[method:BufferAttribute setX]( [param:Integer index], [param:Float x] ) </h3>
<p>Sets the x component of the vector at the given index.</p>
12 changes: 6 additions & 6 deletions docs/api/en/core/BufferGeometry.html
Original file line number Diff line number Diff line change
@@ -38,7 +38,7 @@ <h2>Example</h2>
] );

// itemSize = 3 because there are 3 values (components) per vertex
geometry.addAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
geometry.setAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
var material = new THREE.MeshBasicMaterial( { color: 0xff0000 } );
var mesh = new THREE.Mesh( geometry, material );
</code>
@@ -65,7 +65,7 @@ <h2>Properties</h2>
<h3>[property:Object attributes]</h3>
<p>
This hashmap has as id the name of the attribute to be set and as value the [page:BufferAttribute buffer] to set it to.
Rather than accessing this property directly, use [page:.addAttribute] and [page:.getAttribute] to access attributes of this geometry.
Rather than accessing this property directly, use [page:.setAttribute] and [page:.getAttribute] to access attributes of this geometry.
</p>

<h3>[property:Box3 boundingBox]</h3>
@@ -165,9 +165,9 @@ <h2>Methods</h2>

<h3>[page:EventDispatcher EventDispatcher] methods are available on this class.</h3>

<h3>[method:BufferGeometry addAttribute]( [param:String name], [param:BufferAttribute attribute] )</h3>
<h3>[method:BufferGeometry setAttribute]( [param:String name], [param:BufferAttribute attribute] )</h3>
<p>
Adds an attribute to this geometry. Use this rather than the attributes property,
Sets an attribute to this geometry. Use this rather than the attributes property,
because an internal hashmap of [page:.attributes] is maintained to speed up iterating over
attributes.
</p>
@@ -249,8 +249,8 @@ <h3>[method:null normalizeNormals]()</h3>
This will correct lighting on the geometry surfaces.
</p>

<h3>[method:BufferAttribute removeAttribute]( [param:String name] )</h3>
<p>Removes the [page:BufferAttribute attribute] with the specified name.</p>
<h3>[method:BufferAttribute deleteAttribute]( [param:String name] )</h3>
<p>Deletes the [page:BufferAttribute attribute] with the specified name.</p>

<h3>[method:BufferGeometry rotateX] ( [param:Float radians] )</h3>
<p>
17 changes: 8 additions & 9 deletions docs/api/en/core/InterleavedBuffer.html
Original file line number Diff line number Diff line change
@@ -44,11 +44,6 @@ <h3>[property:Integer count]</h3>
Gives the total number of elements in the array.
</p>

<h3>[property:Boolean dynamic]</h3>
<p>
Default is *false*.
</p>

<h3>[property:Object updateRange]</h3>
<p>
Object containing offset and count.
@@ -79,13 +74,14 @@ <h3>[property:Boolean needsUpdate]</h3>
Default is *false*. Setting this to true increments [page:InterleavedBuffer.version version].
</p>

<h2>Methods</h2>

<h3>[method:InterleavedBuffer setDynamic] ( [param:Boolean value] ) </h3>
<h3>[property:Usage usage]</h3>
<p>
Set [page:InterleavedBuffer.dynamic dynamic] to value.
Defines the intended usage pattern of the data store for optimization purposes. Corresponds to the *usage* parameter of
[link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/bufferData WebGLRenderingContext.bufferData]().
</p>

<h2>Methods</h2>

<h3>[method:InterleavedBuffer copy]( [param:InterleavedBuffer source] ) </h3>
<p>
Copies another [name] to this [name].
@@ -107,6 +103,9 @@ <h3>[method:InterleavedBuffer clone]() </h3>
Creates a clone of this [name].
</p>

<h3>[method:BufferAttribute setUsage] ( [param:Usage value] ) </h3>
<p>Set [page:BufferAttribute.usage usage] to value.</p>

<h2>Source</h2>

<p>
11 changes: 9 additions & 2 deletions docs/api/en/core/Object3D.html
Original file line number Diff line number Diff line change
@@ -438,11 +438,18 @@ <h3>[method:null traverseAncestors]( [param:Function callback] )</h3>
</p>

<h3>[method:null updateMatrix]()</h3>
<p>Update the local transform.</p>
<p>Updates the local transform.</p>

<h3>[method:null updateMatrixWorld]( [param:Boolean force] )</h3>
<p>Update the global transform of the object and its children.</p>
<p>Updates the global transform of the object and its descendants.</p>

<h3>[method:null updateWorldMatrix]( [param:Boolean updateParents], [param:Boolean updateChildren] )</h3>
<p>
updateParents - recursively updates global transform of ancestors.<br />
updateChildren - recursively updates global transform of descendants.<br /><br />

Updates the global transform of the object.
</p>

<h3>[method:Vector3 worldToLocal]( [param:Vector3 vector] )</h3>
<p>
20 changes: 10 additions & 10 deletions docs/api/en/extras/core/Path.html
Original file line number Diff line number Diff line change
@@ -60,7 +60,7 @@ <h3>[property:array currentPoint]</h3>
<h2>Methods</h2>
<p>See the base [page:CurvePath] class for common methods.</p>

<h3>[method:null absarc]( [param:Float x], [param:Float y], [param:Float radius], [param:Float startAngle], [param:Float endAngle], [param:Float clockwise] )</h3>
<h3>[method:this absarc]( [param:Float x], [param:Float y], [param:Float radius], [param:Float startAngle], [param:Float endAngle], [param:Float clockwise] )</h3>
<p>
x, y -- The absolute center of the arc.<br />
radius -- The radius of the arc.<br />
@@ -71,7 +71,7 @@ <h3>[method:null absarc]( [param:Float x], [param:Float y], [param:Float radius]
Adds an absolutely positioned [page:EllipseCurve EllipseCurve] to the path.
</p>

<h3>[method:null absellipse]( [param:Float x], [param:Float y], [param:Float xRadius], [param:Float yRadius], [param:Float startAngle], [param:Float endAngle], [param:Float clockwise], [param:Float rotation] )</h3>
<h3>[method:this absellipse]( [param:Float x], [param:Float y], [param:Float xRadius], [param:Float yRadius], [param:Float startAngle], [param:Float endAngle], [param:Float clockwise], [param:Float rotation] )</h3>
<p>
x, y -- The absolute center of the ellipse.<br />
xRadius -- The radius of the ellipse in the x axis.<br />
@@ -84,7 +84,7 @@ <h3>[method:null absellipse]( [param:Float x], [param:Float y], [param:Float xRa
Adds an absolutely positioned [page:EllipseCurve EllipseCurve] to the path.
</p>

<h3>[method:null arc]( [param:Float x], [param:Float y], [param:Float radius], [param:Float startAngle], [param:Float endAngle], [param:Float clockwise] )</h3>
<h3>[method:this arc]( [param:Float x], [param:Float y], [param:Float radius], [param:Float startAngle], [param:Float endAngle], [param:Float clockwise] )</h3>
<p>
x, y -- The center of the arc offset from the last call.<br />
radius -- The radius of the arc.<br />
@@ -96,10 +96,10 @@ <h3>[method:null arc]( [param:Float x], [param:Float y], [param:Float radius], [
</p>


<h3>[method:null bezierCurveTo]( [param:Float cp1X], [param:Float cp1Y], [param:Float cp2X], [param:Float cp2Y], [param:Float x], [param:Float y] )</h3>
<h3>[method:this 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 [page:.currentPoint] with (cp1X, cp1Y) and (cp2X, cp2Y) as control points and updates [page:.currentPoint] to x and y.</p>

<h3>[method:null ellipse]( [param:Float x], [param:Float y], [param:Float xRadius], [param:Float yRadius], [param:Float startAngle], [param:Float endAngle], [param:Float clockwise], [param:Float rotation] )</h3>
<h3>[method:this ellipse]( [param:Float x], [param:Float y], [param:Float xRadius], [param:Float yRadius], [param:Float startAngle], [param:Float endAngle], [param:Float clockwise], [param:Float rotation] )</h3>
<p>
x, y -- The center of the ellipse offset from the last call.<br />
xRadius -- The radius of the ellipse in the x axis.<br />
@@ -112,26 +112,26 @@ <h3>[method:null ellipse]( [param:Float x], [param:Float y], [param:Float xRadiu
Adds an [page:EllipseCurve EllipseCurve] to the path, positioned relative to [page:.currentPoint].
</p>

<h3>[method:null lineTo]( [param:Float x], [param:Float y] )</h3>
<h3>[method:this lineTo]( [param:Float x], [param:Float y] )</h3>
<p>Connects a [page:LineCurve] from [page:.currentPoint] to x, y onto the path.</p>


<h3>[method:null moveTo]( [param:Float x], [param:Float y] )</h3>
<h3>[method:this moveTo]( [param:Float x], [param:Float y] )</h3>
<p>Move the [page:.currentPoint] to x, y.</p>


<h3>[method:null quadraticCurveTo]( [param:Float cpX], [param:Float cpY], [param:Float x], [param:Float y] )</h3>
<h3>[method:this quadraticCurveTo]( [param:Float cpX], [param:Float cpY], [param:Float x], [param:Float y] )</h3>
<p>Creates a quadratic curve from [page:.currentPoint] with cpX and cpY as control point and updates [page:.currentPoint] to x and y.</p>

<h3>[method:null setFromPoints]( [param:Array vector2s] )</h3>
<h3>[method:this setFromPoints]( [param:Array vector2s] )</h3>
<p>
points -- array of [page:Vector2 Vector2s].<br /><br />

Points are added to the [page:CurvePath.curves curves]
array as [page:LineCurve LineCurves].
</p>

<h3>[method:null splineThru] ( [param:Array points] ) </h3>
<h3>[method:this splineThru] ( [param:Array points] ) </h3>
<p>
points - An array of [page:Vector2 Vector2s]<br /><br />

10 changes: 5 additions & 5 deletions docs/api/en/extras/core/ShapePath.html
Original file line number Diff line number Diff line change
@@ -49,27 +49,27 @@ <h3>[property:Color color]</h3>

<h2>Methods</h2>

<h3>[method:null moveTo]( [param:Float x], [param:Float y] )</h3>
<h3>[method:this 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].
</p>

<h3>[method:null lineTo]( [param:Float x], [param:Float y] )</h3>
<h3>[method:this 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>

<h3>[method:null quadraticCurveTo]( [param:Float cpX], [param:Float cpY], [param:Float x], [param:Float y] )</h3>
<h3>[method:this 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>

<h3>[method:null bezierCurveTo]( [param:Float cp1X], [param:Float cp1Y], [param:Float cp2X], [param:Float cp2Y], [param:Float x], [param:Float y] )</h3>
<h3>[method:this 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>

<h3>[method:null splineThru] ( [param:Array points] ) </h3>
<h3>[method:this 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>

6 changes: 2 additions & 4 deletions docs/api/en/extras/curves/EllipseCurve.html
Original file line number Diff line number Diff line change
@@ -46,12 +46,10 @@ <h3>[name]( [param:Float aX], [param:Float aY], [param:Float xRadius], [param:Fl
[page:Float aY] – The Y center of the ellipse. Default is *0*.<br/>
[page:Float xRadius] – The radius of the ellipse in the x direction. Default is *1*.<br/>
[page:Float yRadius] – The radius of the ellipse in the y direction. Default is *1*.<br/>
[page:Radians aStartAngle] – The start angle of the curve in radians starting from the middle right side. Default is *0*.<br/>
[page:Radians aEndAngle] – The end angle of the curve in radians starting from the middle right side. Default is *2 x Math.PI*.<br/>
[page:Radians aStartAngle] – The start angle of the curve in radians starting from the positive X axis. Default is *0*.<br/>
[page:Radians aEndAngle] – The end angle of the curve in radians starting from the positive X axis. Default is *2 x Math.PI*.<br/>
[page:Boolean aClockwise] – Whether the ellipse is drawn clockwise. Default is *false*.<br/>
[page:Radians aRotation] – The rotation angle of the ellipse in radians, counterclockwise from the positive X axis (optional). Default is *0*.<br/><br/>

<em>Note:</em> When going clockwise it's best to set the start angle to (Math.PI * 2) and then work towards lower numbers.
</p>

<h2>Properties</h2>
10 changes: 5 additions & 5 deletions docs/api/en/lights/shadows/LightShadow.html
Original file line number Diff line number Diff line change
@@ -73,7 +73,9 @@ <h3>[property:Float radius]</h3>
Setting this to values greater than 1 will blur the edges of the shadow.<br />

High values will cause unwanted banding effects in the shadows - a greater [page:.mapSize mapSize]
will allow for a higher value to be used here before these effects become visible.<br /><br />
will allow for a higher value to be used here before these effects become visible.<br />
If [page:WebGLRenderer.shadowMap.type] is set to [page:Renderer PCFSoftShadowMap], it is recommended to
leave radius at 1 and increase softness by decreasing [page:.mapSize mapSize] instead.<br /><br />

Note that this has no effect if the [page:WebGLRenderer.shadowMap.type] is set to [page:Renderer BasicShadowMap].
</p>
@@ -86,13 +88,11 @@ <h3>[method:Vector2 getFrameExtents]()</h3>
Used internally by the renderer to extend the shadow map to contain all viewports
</p>

<h3>[method:null updateMatrices]( [param:Light light], [param:Camera viewCamera], [param:number viewportIndex])</h3>
<h3>[method:null updateMatrices]( [param:Light light] )</h3>
<p>
Update the matrices for the camera and shadow, used internally by the renderer.<br /><br />

light -- the light for which the shadow is being rendered.<br />
viewCamera -- the camera view for which the shadow is being rendered.<br />
viewportIndex -- calculates the matrix for this viewport
light -- the light for which the shadow is being rendered.
</p>

<h3>[method:Frustum getFrustum]()</h3>
9 changes: 9 additions & 0 deletions docs/api/en/lights/shadows/PointLightShadow.html
Original file line number Diff line number Diff line change
@@ -70,6 +70,15 @@ <h2>Properties</h2>
</p>

<h2>Methods</h2>

<h3>[method:null updateMatrices]( [param:Light light], [param:number viewportIndex])</h3>
<p>
Update the matrices for the camera and shadow, used internally by the renderer.<br /><br />

light -- the light for which the shadow is being rendered.<br />
viewportIndex -- calculates the matrix for this viewport
</p>

<p>
See the base [page:LightShadow LightShadow] class for common methods.
</p>
13 changes: 8 additions & 5 deletions docs/api/en/materials/Material.html
Original file line number Diff line number Diff line change
@@ -128,12 +128,12 @@ <h3>[property:Boolean stencilWrite]</h3>
Whether rendering this material has any effect on the stencil buffer. Default is *false*.
</p>

<h3>[property:Boolean stencilWriteMask]</h3>
<h3>[property:Integer stencilWriteMask]</h3>
<p>
The bit mask to use when writing to the stencil buffer. Default is *0xFF*.
</p>

<h3>[property:Boolean stencilFunc]</h3>
<h3>[property:Integer stencilFunc]</h3>
<p>
The stencil comparison function to use. Default is [page:Materials AlwaysStencilFunc]. See stencil function [page:Materials constants] for all possible values.
</p>
@@ -143,7 +143,7 @@ <h3>[property:Integer stencilRef]</h3>
The value to use when performing stencil comparisons or stencil operations. Default is *0*.
</p>

<h3>[property:Boolean stencilFuncMask]</h3>
<h3>[property:Integer stencilFuncMask]</h3>
<p>
The bit mask to use when comparing against the stencil buffer. Default is *0xFF*.
</p>
@@ -153,12 +153,12 @@ <h3>[property:Integer stencilFail]</h3>
Which stencil operation to perform when the comparison function returns false. Default is [page:Materials KeepStencilOp]. See the stencil operations [page:Materials constants] for all possible values.
</p>

<h3>[property:Boolean stencilZFail]</h3>
<h3>[property:Integer stencilZFail]</h3>
<p>
Which stencil operation to perform when the comparison function returns true but the depth test fails. Default is [page:Materials KeepStencilOp]. See the stencil operations [page:Materials constants] for all possible values.
</p>

<h3>[property:Boolean stencilZPass]</h3>
<h3>[property:Integer stencilZPass]</h3>
<p>
Which stencil operation to perform when the comparison function returns true and the depth test passes. Default is [page:Materials KeepStencilOp]. See the stencil operations [page:Materials constants] for all possible values.
</p>
@@ -342,6 +342,9 @@ <h3>[method:null onBeforeCompile]( [param:Shader shader], [param:WebGLRenderer r
An optional callback that is executed immediately before the shader program is compiled.
This function is called with the shader source code as a parameter. Useful for the modification of built-in materials.
</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>
6 changes: 3 additions & 3 deletions docs/api/en/materials/MeshStandardMaterial.html
Original file line number Diff line number Diff line change
@@ -173,9 +173,9 @@ <h3>[property:TextureCube envMap]</h3>
if adjusting texture parameters manually, ensure minFilter is set to one of the MipMap options,
and that mip maps have not been otherwise forcibly disabled.</p>
<p>
Note: only [link:https://threejs.org/docs/#api/textures/CubeTexture cube environment maps] are supported
for MeshStandardMaterial. If you want to use an equirectangular map you will need to use the
[link:https://github.com/mrdoob/three.js/blob/dev/examples/js/loaders/EquirectangularToCubeGenerator.js EquirectangularToCubeGenerator].
Note: only [link:https://threejs.org/docs/#api/textures/CubeTexture cube environment maps] are supported
for MeshStandardMaterial. If you want to use an equirectangular map you will need to use
[page:WebGLRenderTargetCube.fromEquirectangularTexture WebGLRenderTargetCube.fromEquirectangularTexture]().
See this [link:https://threejs.org/examples/webgl_materials_envmaps_exr.html example] for details.
</p>

11 changes: 11 additions & 0 deletions docs/api/en/materials/PointsMaterial.html
Original file line number Diff line number Diff line change
@@ -65,6 +65,17 @@ <h3>[name]( [param:Object parameters] )</h3>
<h2>Properties</h2>
<p>See the base [page:Material] class for common properties.</p>

<h3>[property:Texture alphaMap]</h3>
<p>The alpha map is a grayscale texture that controls the opacity across the surface
(black: fully transparent; white: fully opaque). Default is null.<br /><br />

Only the color of the texture is used, ignoring the alpha channel if one exists.
For RGB and RGBA textures, the [page:WebGLRenderer WebGL] renderer will use the
green channel when sampling this texture due to the extra bit of precision provided
for green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
luminance/alpha textures will also still work as expected.
</p>

<h3>[property:Color color]</h3>
<p>[page:Color] of the material, by default set to white (0xffffff).</p>

11 changes: 11 additions & 0 deletions docs/api/en/materials/SpriteMaterial.html
Original file line number Diff line number Diff line change
@@ -50,6 +50,17 @@ <h3>[name]( [param:Object parameters] )</h3>
<h2>Properties</h2>
<p>See the base [page:Material] class for common properties.</p>

<h3>[property:Texture alphaMap]</h3>
<p>The alpha map is a grayscale texture that controls the opacity across the surface
(black: fully transparent; white: fully opaque). Default is null.<br /><br />

Only the color of the texture is used, ignoring the alpha channel if one exists.
For RGB and RGBA textures, the [page:WebGLRenderer WebGL] renderer will use the
green channel when sampling this texture due to the extra bit of precision provided
for green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
luminance/alpha textures will also still work as expected.
</p>

<h3>[property:Color color]</h3>
<p>[page:Color] of the material, by default set to white (0xffffff). The [page:.map] is mutiplied by the color.</p>

11 changes: 10 additions & 1 deletion docs/api/en/math/Color.html
Original file line number Diff line number Diff line change
@@ -126,7 +126,7 @@ <h3>[method:Color convertGammaToLinear]( [param:Float gammaFactor] ) </h3>
[page:Float gammaFactor] - (optional). Default is *2.0*.<br /><br />
Converts this color from gamma space to linear space by taking [page:.r r], [page:.g g] and [page:.b b] to the power of [page:Float gammaFactor].
</p>

<h3>[method:Color convertLinearToGamma]( [param:Float gammaFactor] ) </h3>
<p>
[page:Float gammaFactor] - (optional). Default is *2.0*.<br /><br />
@@ -302,6 +302,15 @@ <h3>[method:Color setStyle]( [param:String style] ) </h3>
Note that for X11 color names, multiple words such as Dark Orange become the string 'darkorange' (all lowercase).
</p>

<h3>[method:Color setColorName]( [param:String style] ) </h3>
<p>
[page:String style] — color name ( from [link:https://en.wikipedia.org/wiki/X11_color_names#Color_name_chart X11 color names] ).<br /><br />

Sets this color from a color name. Faster than [page:.setStyle] method if you don't need the other CSS-style formats.<br/><br/>

For convenience, the list of names is exposed in Color.NAMES as a hash: <code>Color.NAMES.aliceblue // returns 0xF0F8FF</code>
</p>

<h3>[method:Color sub]( [param:Color color] ) </h3>
<p>
Subtracts the RGB components of the given color from the RGB components of this color.
2 changes: 1 addition & 1 deletion docs/api/en/math/Matrix4.html
Original file line number Diff line number Diff line change
@@ -219,7 +219,7 @@ <h3>[method:this makeRotationAxis]( [param:Vector3 axis], [param:Float theta] )<
Sets this matrix as rotation transform around [page:Vector3 axis] by [page:Float theta] radians.<br />

This is a somewhat controversial but mathematically sound alternative to rotating via [page:Quaternions].
See the discussion [link:http://www.gamedev.net/reference/articles/article1199.asp here].
See the discussion [link:https://www.gamedev.net/articles/programming/math-and-physics/do-we-really-need-quaternions-r1199 here].
</p>

<h3>[method:this makeBasis]( [param:Vector3 xAxis], [param:Vector3 yAxis], [param:Vector3 zAxis] )</h3>
2 changes: 1 addition & 1 deletion docs/api/en/math/Triangle.html
Original file line number Diff line number Diff line change
@@ -109,7 +109,7 @@ <h3>[method:Vector3 getNormal]( [param:Vector3 target] )</h3>

<h3>[method:Plane getPlane]( [param:Plane target] )</h3>
<p>
[page:Vector3 target] — the result will be copied into this Plane.<br /><br />
[page:Plane target] — the result will be copied into this Plane.<br /><br />

Calculate a [page:Plane plane] based on the triangle. .
</p>
73 changes: 73 additions & 0 deletions docs/api/en/objects/InstancedMesh.html
Original file line number Diff line number Diff line change
@@ -0,0 +1,73 @@
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8" />
<base href="../../../" />
<script src="list.js"></script>
<script src="page.js"></script>
<link type="text/css" rel="stylesheet" href="page.css" />
</head>
<body>
[page:Mesh] &rarr;

<h1>[name]</h1>

<p class="desc">
A special version of [page:Mesh] with instanced rendering support. Use [name] if you have to render a large number of
objects with the same geometry and material but with different world transformations. The usage of [name] will help you
to reduce the number of draw calls and thus improve the overall rendering performance in your application.
</p>

<h3>Example</h3>

<p>
[example:webgl_instancing_suzanne WebGL / instancing / suzanne]<br />
</p>

<h2>Constructor</h2>
<h3>[name]( [param:BufferGeometry geometry], [param:Material material], [param:Integer count] )</h3>
<p>
[page:Geometry geometry] - an instance of [page:BufferGeometry].<br />
[page:Material material] - an instance of [page:Material]. Default is a new [page:MeshBasicMaterial].<br />
[page:Integer count] - the number of instances.<br />
</p>

<h2>Properties</h2>
<p>See the base [page:Mesh] class for common properties.</p>

<h3>[property:Integer count]</h3>
<p>
The number of instances. The *count* value passed into the constructor represents the maximum number of
instances of this mesh. You can change the number of instances at runtime to an integer value
in the range [0, count].
</p>
<p>
If you need more instances than the original count value, you have to create a new [name].
</p>

<h3>[property:BufferAttribute instanceMatrix]</h3>
<p>
Represents the local transformation of all instances. For internal use only.
</p>

<h2>Methods</h2>
<p>See the base [page:Mesh] class for common methods.</p>

<h3>[method:null setMatrixAt]( [param:Integer index], [param:Matrix4 matrix] )</h3>
<p>
[page:Integer index]: The index of an instance. Values have to be in the range [0, count].
</p>
<p>
[page:Matrix4 matrix]: A 4x4 matrix representing the local transformation of a single instance.
</p>
<p>
Sets the given local transformation matrix to the defined instance.
</p>

<h2>Source</h2>

<p>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</p>
</body>
</html>
10 changes: 7 additions & 3 deletions docs/api/en/objects/Mesh.html
Original file line number Diff line number Diff line change
@@ -43,9 +43,13 @@ <h2>Properties</h2>

<h3>[property:Integer drawMode]</h3>
<p>
Determines how the mesh triangles are constructed from the vertices.
See the draw mode [page:DrawModes constants] for all possible values.
Default is [page:DrawModes TrianglesDrawMode].
Determines how the mesh triangles are constructed from the vertices.
See the draw mode [page:DrawModes constants] for all possible values.
Default is [page:DrawModes TrianglesDrawMode].
</p>
<p>
A sensible usage of this property is only possible when [page:Mesh.geometry] is of type [page:BufferGeometry BufferGeometry]
since the engine always assumes *THREE.TrianglesDrawMode* for [page:Geometry Geometry].
</p>


4 changes: 2 additions & 2 deletions docs/api/en/objects/SkinnedMesh.html
Original file line number Diff line number Diff line change
@@ -65,8 +65,8 @@ <h2>Example</h2>

}

geometry.addAttribute( 'skinIndex', new THREE.Uint16BufferAttribute( skinIndices, 4 ) );
geometry.addAttribute( 'skinWeight', new THREE.Float32BufferAttribute( skinWeights, 4 ) );
geometry.setAttribute( 'skinIndex', new THREE.Uint16BufferAttribute( skinIndices, 4 ) );
geometry.setAttribute( 'skinWeight', new THREE.Float32BufferAttribute( skinWeights, 4 ) );

// create skinned mesh and skeleton

8 changes: 8 additions & 0 deletions docs/api/en/renderers/WebGLRenderTargetCube.html
Original file line number Diff line number Diff line change
@@ -57,6 +57,14 @@ <h2>Methods</h2>

<h3>See [page:WebGLRenderTarget] for inherited methods</h3>

<h3>[method:WebGLRenderTargetCube fromEquirectangularTexture]( [param:WebGLRenderer renderer], [param:Texture texture] )</h3>
<p>
[page:WebGLRenderer renderer] — the renderer.<br/>
[page:Texture texture] — the equirectangular texture.
</p>
<p>
Use this method if you want to convert an equirectangular panorama to the cubemap format.
</p>

<h2>Source</h2>

3 changes: 3 additions & 0 deletions docs/api/en/renderers/WebGLRenderer.html
Original file line number Diff line number Diff line change
@@ -394,6 +394,9 @@ <h3>[method:Vector4 getViewport]( [param:Vector4 target] )</h3>
Returns the viewport.
</p>

<h3>[method:null initTexture]( [param:Texture texture] )</h3>
<p> Initializes the given texture. Useful for preloading a texture rather than waiting until first render (which can cause noticeable lags due to decode and GPU upload overhead).</p>

<h3>[method:null resetGLState]( )</h3>
<p>Reset the GL state to default. Called internally if the WebGL context is lost.</p>

22 changes: 11 additions & 11 deletions docs/api/zh/animation/AnimationAction.html
Original file line number Diff line number Diff line change
@@ -54,8 +54,8 @@ <h3>[property:Boolean enabled]</h3>
(将 *enabled* 置为 *false* 不会重置此次动作) <br /><br />

说明: 将*enabled*置为*true*不会让动画自动重新开始。只有满足以下条件时才会马上重新开始:
暂停([page:.paused paused])值为*false*, 同时动作没有失效 (执行停止([page:.stop stop])命令或重置([page:.reset reset])命令,
且权重([page:.weight weight])和时间比例([page:.timeScale timeScale])都不能为0
暂停([page:.paused paused])值为*false*, 同时动作没有失效 (执行停止([page:.stop stop])命令或重置([page:.reset reset])命令,
且权重([page:.weight weight])和时间比例([page:.timeScale timeScale])都不能为0

</p>

@@ -64,7 +64,7 @@ <h3>[property:Number loop]</h3>
循环模式 (可以通过[page:.setLoop setLoop]改变)。默认值是
[page:Animation THREE.LoopRepeat] (重复[page:.repetitions repetitions]次数无穷)<br /><br />

必须是以下值之一:<br /><br />
必须是以下值之一:<br /><br />
[page:Animation THREE.LoopOnce] - 只执行一次 <br />
[page:Animation THREE.LoopRepeat] - 重复次数为*repetitions*的值, 且每次循环结束时候将回到起始动作开始下一次循环。 <br />
[page:Animation THREE.LoopPingPong] - 重复次数为*repetitions*的值, 且像乒乓球一样在起始点与结束点之间来回循环。
@@ -120,12 +120,12 @@ <h3>[property:Number weight]</h3>

<h3>[property:Boolean zeroSlopeAtEnd]</h3>
<p>
启用平滑插值,无须单独剪辑开始、循环和结束。默认值是*true*
启用平滑插值,无须单独剪辑开始、循环和结束。默认值是*true*
</p>

<h3>[property:Boolean zeroSlopeAtStart]</h3>
<p>
启用平滑插值,无须单独剪辑开始、循环和结束。默认值是*true*
启用平滑插值,无须单独剪辑开始、循环和结束。默认值是*true*
</p>


@@ -144,20 +144,20 @@ <h3>[method:AnimationAction crossFadeFrom]( [param:AnimationAction fadeOutAction

<h3>[method:AnimationAction crossFadeTo]( [param:AnimationAction fadeInAction], [param:Number durationInSeconds], [param:Boolean warpBoolean] )</h3>
<p>
在传入的时间段内, 让此动作淡出([page:.fadeOut fade out]),同时让另一个动作淡入。此方法可链式调用。<br /><br />
在传入的时间段内, 让此动作淡出([page:.fadeOut fade out]),同时让另一个动作淡入。此方法可链式调用。<br /><br />
如果warpBoolean值是true, 额外的 [page:.warp warping] (时间比例的渐变)将会被应用。<br /><br />

说明: 与 *fadeIn*/*fadeOut*一样, 淡入淡出动作开始/结束时的权重是1.
</p>

<h3>[method:AnimationAction fadeIn]( [param:Number durationInSeconds] )</h3>
<p>
在传入的时间间隔内,逐渐将此动作的权重([page:.weight weight])由0升到1。此方法可链式调用。
在传入的时间间隔内,逐渐将此动作的权重([page:.weight weight])由0升到1。此方法可链式调用。
</p>

<h3>[method:AnimationAction fadeOut]( [param:Number durationInSeconds] )</h3>
<p>
在传入的时间间隔内,逐渐将此动作的权重([page:.weight weight])由1降至0。此方法可链式调用。
在传入的时间间隔内,逐渐将此动作的权重([page:.weight weight])由1降至0。此方法可链式调用。
</p>

<h3>[method:Number getEffectiveTimeScale]()</h3>
@@ -177,7 +177,7 @@ <h3>[method:AnimationClip getClip]()</h3>

<h3>[method:AnimationMixer getMixer]()</h3>
<p>
返回负责完成此动作的混合器
返回负责完成此动作的混合器
</p>

<h3>[method:Object3D getRoot]()</h3>
@@ -224,7 +224,7 @@ <h3>[method:AnimationAction reset]()</h3>
[page:.time time]设为0, 中断任何预定的淡入淡出和变形, 以及移除内部循环次数以及延迟启动。<br /><br />

说明: 停止方法[page:.stop stop]内调用了重置方法(reset), 但是 .*reset*不会调用 .*stop*。
这就表示: 如果你想要这两者, 重置并且停止, 不要调用*reset*; 而应该调用*stop*。
这就表示: 如果你想要这两者, 重置并且停止, 不要调用*reset*; 而应该调用*stop*。
</p>

<h3>[method:AnimationAction setDuration]( [param:Number durationInSeconds] )</h3>
@@ -295,7 +295,7 @@ <h3>[method:AnimationAction syncWith]( [param:AnimationAction otherAction] )</h3

<h3>[method:AnimationAction warp]( [param:Number startTimeScale], [param:Number endTimeScale], [param:Number durationInSeconds] )</h3>
<p>
在传入的事件间隔内,通过逐渐将时间比例[page:.timeScale timeScale]由*startTimeScale*修改至*endTimeScale*来改变回放速度。该方法可被链式调用。
在传入的事件间隔内,通过逐渐将时间比例[page:.timeScale timeScale]由*startTimeScale*修改至*endTimeScale*来改变回放速度。该方法可被链式调用。
</p>


12 changes: 5 additions & 7 deletions docs/api/zh/animation/AnimationClip.html
Original file line number Diff line number Diff line change
@@ -49,7 +49,7 @@ <h3>[property:String name]</h3>

<h3>[property:Array tracks]</h3>
<p>
一个包含该剪辑中有动画的所有属性的关键帧轨道([page:KeyframeTrack])的数组。
一个包含该剪辑中有动画的所有属性的关键帧轨道([page:KeyframeTrack])的数组。
</p>

<h3>[property:String uuid]</h3>
@@ -67,14 +67,12 @@ <h3>[method:AnimationClip clone]()</h3>

<h3>[method:this optimize]()</h3>
<p>
通过移除等效的顺序键(在变形目标序列中很常见)来优化每一个轨道

通过移除等效的顺序键(在变形目标序列中很常见)来优化每一个轨道
</p>

<h3>[method:this resetDuration]()</h3>
<p>
将剪辑的持续时间([page:.duration duration])设为最长的关键帧轨道([page:KeyframeTrack])的持续时间。
.
</p>

<h3>[method:this trim]()</h3>
@@ -84,7 +82,7 @@ <h3>[method:this trim]()</h3>

<h3>[method:Boolean validate]()</h3>
<p>
对剪辑中的每个轨道执行最小验证。如果所有轨道都有效,返回true。
对剪辑中的每个轨道执行最小验证。如果所有轨道都有效,返回true。
</p>


@@ -99,7 +97,7 @@ <h3>[method:Array CreateClipsFromMorphTargetSequences]( [param:String name], [pa

<h3>[method:AnimationClip CreateFromMorphTargetSequence]( [param:String name], [param:Array morphTargetSequence], [param:Number fps], [param:Boolean noLoop] )</h3>
<p>
返回一个由几何体变形目标数组([page:Geometry.morphTargets morph targets array])得到的新动画剪辑,接收名称和帧率参数。<br /><br />
返回一个由几何体变形目标数组([page:Geometry.morphTargets morph targets array])得到的新动画剪辑,接收名称和帧率参数。<br /><br />

说明: 帧率是必须参数, 但是动画速度可能会在*AnimationAction*中被[page:AnimationAction.setDuration animationAction.setDuration]方法重写。

@@ -117,7 +115,7 @@ <h3>[method:AnimationClip parse]( [param:Object json] )</h3>

<h3>[method:AnimationClip parseAnimation]( [param:Object animation], [param:Array bones] )</h3>
<p>
解析动画层级格式并返回动画剪辑。
解析动画层级格式并返回动画剪辑。
</p>

<h3>[method:Object toJSON]( [param:AnimationClip clip] )</h3>
9 changes: 8 additions & 1 deletion docs/api/zh/animation/AnimationMixer.html
Original file line number Diff line number Diff line change
@@ -11,7 +11,7 @@
<h1>[name]</h1>

<p class="desc">
动画混合器是用于场景中特定对象的动画的播放器。当场景中的多个对象独立动画时,每个对象都可以使用同一个动画混合器。<br /><br />
动画混合器是用于场景中特定对象的动画的播放器。当场景中的多个对象独立动画时,每个对象都可以使用同一个动画混合器。<br /><br />

在使用手册的“下一步”章节中,“动画系统”一文对three.js动画系统中的不同元素作出了概述
</p>
@@ -41,6 +41,13 @@ <h3>[property:Number timeScale]</h3>
说明: 将混合器的时间比例设为0, 稍后再设置为1,可以暂停/取消暂停由该混合器控制的所有动作。
</p>

<h3>[method:AnimationMixer setTime]([param:Number timeInSeconds]) </h3>
<p>
设置全局混合器到一个给定的时间,并相应地更新动画。<br /><br />

当你需要在一个动画里跳转到一个精确的时间,该函数将是十分有用的。输入的参数将会被混合器的[page:.timeScale timeScale]进行缩放。
</p>


<h2>方法</h2>

4 changes: 2 additions & 2 deletions docs/api/zh/animation/AnimationObjectGroup.html
Original file line number Diff line number Diff line change
@@ -18,10 +18,10 @@ <h1>[name]</h1>
<h2>用法:</h2>

<p class="desc">
将本来要作为根对象传入构造器或者动画混合器([page:AnimationMixer AnimationMixer])的[page:AnimationMixer.clipAction clipAction]方法中的对象加入组中,并将这个组对象作为根对象传递。
将本来要作为根对象传入构造器或者动画混合器([page:AnimationMixer AnimationMixer])的[page:AnimationMixer.clipAction clipAction]方法中的对象加入组中,并将这个组对象作为根对象传递。
<br /><br />

注意,这个类的实例作为混合器中的一个对象,因此,必须对组内的单个对象做缓存控制。
注意,这个类的实例作为混合器中的一个对象,因此,必须对组内的单个对象做缓存控制。
</p>


17 changes: 10 additions & 7 deletions docs/api/zh/animation/AnimationUtils.html
Original file line number Diff line number Diff line change
@@ -11,7 +11,7 @@
<h1>[name]</h1>

<p class="desc">
一个提供各种动画辅助方法的对象,内部使用。
一个提供各种动画辅助方法的对象,内部使用。
</p>


@@ -25,25 +25,25 @@ <h3>[method:Array arraySlice]( array, from, to )</h3>

<h3>[method:Array convertArray]( array, type, forceClone )</h3>
<p>
将数组转换为某种特定类型。
将数组转换为某种特定类型。
</p>

<h3>[method:Array flattenJSON]( jsonKeys, times, values, valuePropertyName )</h3>
<p>
用于解析AOS关键帧格式。
用于解析AOS关键帧格式。
</p>

<h3>[method:Array getKeyframeOrder]( times )</h3>
<p>
返回一个数组,时间和值可以根据此数组排序。
返回一个数组,时间和值可以根据此数组排序。
</p>

<h3>[method:Number insertKeyframe]( [param:KeyframeTrack track], [param:Number time] )</h3>
<p></p>

<h3>[method:Boolean isTypedArray]( object )</h3>
<p>
如果该对象是类型化数组,返回*true*
如果该对象是类型化数组,返回*true*

</p>

@@ -52,10 +52,13 @@ <h3>[method:AnimationClip mergeMorphTargetTracks]( [param:AnimationClip clip], [

<h3>[method:Array sortedArray]( values, stride, order )</h3>
<p>
将[page:AnimationUtils.getKeyframeOrder getKeyframeOrder]方法返回的数组排序。

将[page:AnimationUtils.getKeyframeOrder getKeyframeOrder]方法返回的数组排序。
</p>

<h3>[method:AnimationClip subclip]( [param:AnimationClip clip], [param:String name], [param:Number startFrame], [param:Number endFrame], [param:Number fps] )</h3>
<p>
创建一个新的片段,仅包含所给定帧之间的原始剪辑片段。
</p>

<h2>源码</h2>

50 changes: 25 additions & 25 deletions docs/api/zh/animation/KeyframeTrack.html
Original file line number Diff line number Diff line change
@@ -17,26 +17,26 @@ <h1>[name]</h1>
</p>

<p>
在使用手册的“下一步”章节中,“动画系统”一文对three.js动画系统中的不同元素作出了概述
在使用手册的“下一步”章节中,“动画系统”一文对three.js动画系统中的不同元素作出了概述
</p>

<p>
和[link:https://github.com/mrdoob/three.js/wiki/JSON-Model-format-3 JSON model format]的动画层级相反,
关键帧轨道(KeyframeTrack)不会将单帧作为对象存储在“key”数组(一个存有每一帧的时间和值的地方)中。
和[link:https://github.com/mrdoob/three.js/wiki/JSON-Model-format-3 JSON model format]的动画层级相反,
关键帧轨道(KeyframeTrack)不会将单帧作为对象存储在“key”数组(一个存有每一帧的时间和值的地方)中。

</p>

<p>
关键帧轨道(KeyframeTrack)中总是存在两个数组:[page:.times times]数组按顺序存储该轨道的所有关键帧的时间值,而[page:.values values]数组包含动画属性的相应更改值。
关键帧轨道(KeyframeTrack)中总是存在两个数组:[page:.times times]数组按顺序存储该轨道的所有关键帧的时间值,而[page:.values values]数组包含动画属性的相应更改值。
</p>

<p>
值数组中的每一个成员,属于某一特定时间点,不仅可以是一个简单的数字,还可以是(比如)一个向量(如果是位置动画)或者是一个四元数(如果是旋转动画)。
因此,值数组(也是一个平面阵列)的长度可能是时间数组的三四倍。
值数组中的每一个成员,属于某一特定时间点,不仅可以是一个简单的数字,还可以是(比如)一个向量(如果是位置动画)或者是一个四元数(如果是旋转动画)。
因此,值数组(也是一个平面阵列)的长度可能是时间数组的三四倍。
</p>

<p>
与不同类型的动画值对应,存在若干关键帧轨道(KeyframeTrack)的子类,继承了它大多数属性和方法:
与不同类型的动画值对应,存在若干关键帧轨道(KeyframeTrack)的子类,继承了它大多数属性和方法:
</p>

<ul>
@@ -49,15 +49,15 @@ <h1>[name]</h1>
</ul>

<p>
可以在[link:https://threejs.org/examples/js/animation/AnimationClipCreator.js AnimationClipCreator]文件中找到用不同类型的关键帧轨道创建动画剪辑([page:AnimationClip AnimationClips])的示例。
可以在[link:https://threejs.org/examples/js/animation/AnimationClipCreator.js AnimationClipCreator]文件中找到用不同类型的关键帧轨道创建动画剪辑([page:AnimationClip AnimationClips])的示例。
</p>

<p>
由于显式值仅针对存储在时间数组中的离散时间点指定,因此必须在两个时间点之间进行插值
由于显式值仅针对存储在时间数组中的离散时间点指定,因此必须在两个时间点之间进行插值
</p>

<p>
轨道的名称对于这个轨道与动画节点的特定属性的连接(由[page:PropertyBinding]完成)很重要。
轨道的名称对于这个轨道与动画节点的特定属性的连接(由[page:PropertyBinding]完成)很重要。
</p>


@@ -81,11 +81,11 @@ <h2>属性</h2>

<h3>[property:String name]</h3>
<p>
轨道的名称可以指动画对象中的变形目标([page:Geometry.morphTargets morph targets])、骨骼([page:SkinnedMesh bones])或可能的其他值
轨道的名称可以指动画对象中的变形目标([page:Geometry.morphTargets morph targets])、骨骼([page:SkinnedMesh bones])或可能的其他值
查看[page:PropertyBinding.parseTrackName]可获知哪些形式的字符串可以解析出绑定的属性:
</p>
<p>
可以使用节点名称或uuid(尽管它需要位于传递到混合器的场景图节点的子树中)引用到某节点。或者, 如果轨道名称的首字符是点,
可以使用节点名称或uuid(尽管它需要位于传递到混合器的场景图节点的子树中)引用到某节点。或者, 如果轨道名称的首字符是点,
该轨道会应用到传入到混合器的根节点上。
</p>

@@ -94,7 +94,7 @@ <h3>[property:String name]</h3>
</p>

<p>
还可以使用对象名称来指定骨骼或多材质,例如:.bones[R_hand].scale;再比如,材料数组中的第四个材料的漫反射颜色的红通道可以通过 .materials[3].diffuse[r]访问到。
还可以使用对象名称来指定骨骼或多材质,例如:.bones[R_hand].scale;再比如,材料数组中的第四个材料的漫反射颜色的红通道可以通过 .materials[3].diffuse[r]访问到。
</p>

<p>
@@ -159,30 +159,30 @@ <h3>[method:Number getValueSize]()</h3>

<h3>[method:DiscreteInterpolant InterpolantFactoryMethodDiscrete]( [link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Float32Array result] )</h3>
<p>
根据时间([page:KeyframeTrack.times times])和值([page:KeyframeTrack.times values])创建一个新的离散插值([page:DiscreteInterpolant DiscreteInterpolant])。
可传入一个Float32Array类型的变量来接收结果, 否则会自动创建一个长度适宜的新数组。
根据时间([page:KeyframeTrack.times times])和值([page:KeyframeTrack.times values])创建一个新的离散插值([page:DiscreteInterpolant DiscreteInterpolant])。
可传入一个Float32Array类型的变量来接收结果, 否则会自动创建一个长度适宜的新数组。
</p>

<h3>[method:null InterpolantFactoryMethodLinear]( [link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Float32Array result] )</h3>
<p>
根据时间([page:KeyframeTrack.times times])和值([page:KeyframeTrack.times values])创建一个新的线性插值([page:LinearInterpolant LinearInterpolant])。
可传入一个Float32Array类型的变量来接收结果, 否则会自动创建一个长度适宜的新数组。
根据时间([page:KeyframeTrack.times times])和值([page:KeyframeTrack.times values])创建一个新的线性插值([page:LinearInterpolant LinearInterpolant])。
可传入一个Float32Array类型的变量来接收结果, 否则会自动创建一个长度适宜的新数组。
</p>

<h3>[method:null InterpolantFactoryMethodSmooth]( [link:https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Float32Array result] )</h3>
<p>
根据时间([page:KeyframeTrack.times times])和值([page:KeyframeTrack.times values])创建一个新的立方插值([page:CubicInterpolant CubicInterpolant])。
可传入一个Float32Array类型的变量来接收结果, 否则会自动创建一个长度适宜的新数组。
根据时间([page:KeyframeTrack.times times])和值([page:KeyframeTrack.times values])创建一个新的立方插值([page:CubicInterpolant CubicInterpolant])。
可传入一个Float32Array类型的变量来接收结果, 否则会自动创建一个长度适宜的新数组。
</p>

<h3>[method:this optimize]()</h3>
<p>
删除等效的顺序键,这些键在变形目标序列中很常见。
删除等效的顺序键,这些键在变形目标序列中很常见。
</p>

<h3>[method:this scale]()</h3>
<p>
缩放所有关键帧的时间。<br /><br />
缩放所有关键帧的时间。<br /><br />

说明: 这个方法很有用,例如, 可用于转化为某一特定帧率(正如[page:AnimationClip.CreateFromMorphTargetSequence animationClip.CreateFromMorphTargetSequence]内部所做的一样)。
</p>
@@ -194,7 +194,7 @@ <h3>[method:this setInterpolation]( [param:Constant interpolationType] )</h3>

<h3>[method:this shift]( [param:Number timeOffsetInSeconds] )</h3>
<p>
及时删除之前或之后的所有关键帧。
及时删除之前或之后的所有关键帧。
</p>


@@ -205,7 +205,7 @@ <h3>[method:this trim]( [param:Number startTimeInSeconds], [param:Number endTime

<h3>[method:Boolean validate]()</h3>
<p>
在轨道上执行最小验证,有效则返回true
在轨道上执行最小验证,有效则返回true
</p>

<p>
@@ -217,12 +217,12 @@ <h2>静态方法</h2>

<h3>[method:KeyframeTrack parse]( [param:JSON json] )</h3>
<p>
解析JSON对象并返回一个正确类型的新关键帧轨道。
解析JSON对象并返回一个正确类型的新关键帧轨道。
</p>

<h3>[method:JSON toJSON]( [param:KeyframeTrack track] )</h3>
<p>
将该轨道转化为JSON
将该轨道转化为JSON
</p>


6 changes: 3 additions & 3 deletions docs/api/zh/animation/PropertyBinding.html
Original file line number Diff line number Diff line change
@@ -11,7 +11,7 @@
<h1>[name]</h1>

<p class="desc">
对场景图中某一真实属性的引用,内部使用。
对场景图中某一真实属性的引用,内部使用。
</p>


@@ -97,7 +97,7 @@ <h3>[method:Constructor Composite]( targetGroup, path, optionalParsedPath )</h3>

<h3>[method:Constructor create]( root, path, parsedPath )</h3>
<p>
创建一个新的复合属性绑定(Composite PropertyBinding) (如果根对象是[page:AnimationObjectGroup])或普通属性绑定
创建一个新的复合属性绑定(Composite PropertyBinding) (如果根对象是[page:AnimationObjectGroup])或普通属性绑定
</p>

<h3>[method:Constructor parseTrackName]( trackName )</h3>
@@ -116,7 +116,7 @@ <h3>[method:Constructor parseTrackName]( trackName )</h3>

<h3>[method:Constructor findNode]( root, nodeName )</h3>
<p>
从节点树或骨骼([page:Skeleton Skeleton])中找出某节点
从节点树或骨骼([page:Skeleton Skeleton])中找出某节点
</p>


8 changes: 4 additions & 4 deletions docs/api/zh/animation/PropertyMixer.html
Original file line number Diff line number Diff line change
@@ -11,7 +11,7 @@
<h1>[name]</h1>

<p class="desc">
允许加权累加的缓冲场景图属性,内部使用
允许加权累加的缓冲场景图属性,内部使用
</p>


@@ -54,12 +54,12 @@ <h3>[property:Number valueSize]</h3>

<h3>[property:Number referenceCount]</h3>
<p>
默认值是0
默认值是0
</p>

<h3>[property:Number useCount]</h3>
<p>
默认值是0
默认值是0
</p>


@@ -85,7 +85,7 @@ <h3>[method:null saveOriginalState]( )</h3>

<h3>[method:null restoreOriginalState]( )</h3>
<p>
将预先通过'saveOriginalState'方法取得的状态应用于绑定。
将预先通过'saveOriginalState'方法取得的状态应用于绑定。
</p>


31 changes: 21 additions & 10 deletions docs/api/zh/audio/Audio.html
Original file line number Diff line number Diff line change
@@ -84,9 +84,6 @@ <h3>[property:Boolean isPlaying]</h3>
<h3>[property:AudioListener listener]</h3>
<p>A reference to the listener object of this audio.</p>

<h3>[property:Number startTime]</h3>
<p>开始播放的时间. 和[link:https://developer.mozilla.org/en-US/docs/Web/API/AudioBufferSourceNode/start AudioBufferSourceNode.start]()的*when*参数一样. 默认为 *0*.</p>

<h3>[property:Number offset]</h3>
<p>音频开始播放的偏移时间. 和[link:https://developer.mozilla.org/en-US/docs/Web/API/AudioBufferSourceNode/start AudioBufferSourceNode.start]()的*offset*参数一样. 默认为 *0*.</p>

@@ -146,7 +143,7 @@ <h3>[method:Float getVolume]( value )</h3>
返回音量.
</p>

<h3>[method:Audio play]()</h3>
<h3>[method:Audio play]( delay )</h3>
<p>
如果[page:Audio.hasPlaybackControl hasPlaybackControl]是true, 开始播放.
</p>
@@ -158,7 +155,7 @@ <h3>[method:Audio pause]()</h3>

<h3>[method:null onEnded]()</h3>
<p>
播放完成后自动调用. 如果[page:Audio.isPlaying isPlaying]设置为false.
播放完成后自动调用.
</p>

<h3>[method:Audio setBuffer]( audioBuffer )</h3>
@@ -180,15 +177,30 @@ <h3>[method:Audio setFilters]( [param:Array value] )</h3>

<h3>[method:Audio setLoop]( [param:Boolean value] )</h3>
<p>
设置[link:https://developer.mozilla.org/en-US/docs/Web/API/AudioBufferSourceNode/loop source.loop] 的值
设置[link:https://developer.mozilla.org/en-US/docs/Web/API/AudioBufferSourceNode/loop source.loop]的值
(是否循环播放).
</p>

<h3>[method:Audio setLoopStart]( [param:Float value] )</h3>
<p>
设置[link:https://developer.mozilla.org/en-US/docs/Web/API/AudioBufferSourceNode/loopStart source.loopStart]的值
</p>

<h3>[method:Audio setLoopEnd]( [param:Float value] )</h3>
<p>
设置[link:https://developer.mozilla.org/en-US/docs/Web/API/AudioBufferSourceNode/loopEnd source.loopEnd]的值
</p>

<h3>[method:Audio setMediaElementSource]( mediaElement )</h3>
<p>
应用[link:https://developer.mozilla.org/en-US/docs/Web/API/HTMLMediaElement HTMLMediaElement]类型对象作为音源.<br />
并且设置[page:Audio.hasPlaybackControl hasPlaybackControl]为false.
应用传入的[link:https://developer.mozilla.org/en-US/docs/Web/API/HTMLMediaElement HTMLMediaElement]类型对象作为音源。<br />
并且设置[page:Audio.hasPlaybackControl hasPlaybackControl]为false。
</p>

<h3>[method:Audio setMediaStreamSource]( mediaStream )</h3>
<p>
应用传入的[link:https://developer.mozilla.org/en-US/docs/Web/API/MediaStream MediaStream]类型对象作为音源。<br />
并且设置[page:Audio.hasPlaybackControl hasPlaybackControl]为false。
</p>

<h3>[method:Audio setNodeSource]( audioNode )</h3>
@@ -210,8 +222,7 @@ <h3>[method:Audio setVolume]( [param:Float value] )</h3>

<h3>[method:Audio stop]()</h3>
<p>
如果[page:Audio.hasPlaybackControl hasPlaybackControl]是true, 停止播放,
重新设置[page:Audio.startTime startTime]为 *0* 和 设置 [page:Audio.isPlaying isPlaying]为false.
如果[page:Audio.hasPlaybackControl hasPlaybackControl]是true, 停止播放.
</p>

<h2>源码</h2>
4 changes: 2 additions & 2 deletions docs/api/zh/cameras/CubeCamera.html
Original file line number Diff line number Diff line change
@@ -49,8 +49,8 @@ <h2>构造器</h2>
<h3>[name]( [param:Number near], [param:Number far], [param:Number cubeResolution] )</h3>
<p>

near -- 远剪切面的距离<br />
far -- 近剪切面的距离<br />
near -- 近剪切面的距离<br />
far -- 远剪切面的距离<br />
cubeResolution -- 设置立方体边缘的长度
</p>
<p>
12 changes: 6 additions & 6 deletions docs/api/zh/constants/Animation.html
Original file line number Diff line number Diff line change
@@ -18,19 +18,19 @@ <h2>循环模式</h2>
THREE.LoopPingPong
</code>

<h2>插值模式</h2>
<code>
<h2>插值模式</h2>
<code>
THREE.InterpolateDiscrete
THREE.InterpolateLinear
THREE.InterpolateSmooth
</code>
</code>

<h2>结束模式</h2>
<code>
<h2>结束模式</h2>
<code>
THREE.ZeroCurvatureEnding
THREE.ZeroSlopeEnding
THREE.WrapAroundEnding
</code>
</code>

<h2>源代码</h2>

6 changes: 3 additions & 3 deletions docs/api/zh/constants/Core.html
Original file line number Diff line number Diff line change
@@ -20,12 +20,12 @@ <h2>修订版本号</h2>
当前three.js的修订版本号( [link:https://github.com/mrdoob/three.js/releases revision number])。
</div>

<h2>鼠标按钮</h2>
<code>
<h2>鼠标按钮</h2>
<code>
THREE.MOUSE.LEFT
THREE.MOUSE.MIDDLE
THREE.MOUSE.RIGHT
</code>
</code>

<h2>源代码</h2>

30 changes: 13 additions & 17 deletions docs/api/zh/constants/DrawModes.html
Original file line number Diff line number Diff line change
@@ -12,12 +12,6 @@ <h1>绘图模式常量(Draw Mode Constants)</h1>

<p class="desc">
这些是[page:Mesh.drawMode]的有效值,控制着顶点列表一旦被发送到GPU中将如何被解释。
请注意,只有当[page:Mesh.geometry]是一个[page:BufferGeometry]的时候,这些值才会生效。当[page:Mesh.geometry]是一个
[page:Geometry]的时候,改变这个值不会有任何效果。
<br /><br />



</p>


@@ -27,7 +21,7 @@ <h2>绘图模式</h2>
THREE.TrianglesDrawMode
</code>
<p>
这是默认值,这将使得每三个连续顶点(v0, v1, v2),(v2, v3, v5),……被解释为一个单独的三角形。
这是默认值,这将使得每三个连续顶点(v0, v1, v2),(v3, v4, v5),……被解释为一个单独的三角形。
<br />
如果顶点的数量不是3的倍数,那么将会忽略多余的顶点。
</p>
@@ -54,16 +48,18 @@ <h2>绘图模式</h2>
<h2>用法</h2>

<code>
var geometry = new THREE.Geometry();

geometry.vertices.push(
new THREE.Vector3( -10, 10, 0 ),
new THREE.Vector3( -10, -10, 0 ),
new THREE.Vector3( 10, -10, 0 ),
...
);
geometry.faces.push( new THREE.Face3( 0, 1, 2 ), ... );

var geometry = new THREE.BufferGeometry();

var vertices = [];

vertices.push( -10, 10, 0 );
vertices.push( -10, -10, 0 );
vertices.push( 10, -10, 0 );

// ...

geometry.addAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );

var material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );

var mesh = new THREE.Mesh( geometry, material );
8 changes: 4 additions & 4 deletions docs/api/zh/constants/Renderer.html
Original file line number Diff line number Diff line change
@@ -46,8 +46,8 @@ <h2>阴影类型</h2>

[page:constant BasicShadowMap] 能够给出没有经过过滤的阴影映射 —— 速度最快,但质量最差。<br />
[page:constant PCFShadowMap] 为默认值,使用Percentage-Closer Filtering (PCF)算法来过滤阴影映射。<br />
[page:constant PCFSoftShadowMap] 使用Percentage-Closer Soft Shadows (PCSS) 算法来过滤阴影映射。<br />
[page:constant VSMShadowMap] filters shadow maps using the Variance Shadow Map (VSM) algorithm.
[page:constant PCFSoftShadowMap] 使用Percentage-Closer Soft Shadows (PCSS)算法来过滤阴影映射。<br />
[page:constant VSMShadowMap] 使用Variance Shadow Map (VSM)算法来过滤阴影映射。当使用VSMShadowMap时,所有阴影接收者也将会投射阴影。
</p>

<h2>色调映射</h2>
@@ -59,9 +59,9 @@ <h2>色调映射</h2>
THREE.CineonToneMapping
</code>
<p>
这些常量定义了WebGLRenderer中[page:WebGLRenderer.toneMapping toneMapping]的属性。
这些常量定义了WebGLRenderer中[page:WebGLRenderer.toneMapping toneMapping]的属性。

这个属性用于在普通计算机显示器或者移动设备屏幕等低动态范围介质上,模拟、逼近高动态范围(HDR)效果。<br /><br />
这个属性用于在普通计算机显示器或者移动设备屏幕等低动态范围介质上,模拟、逼近高动态范围(HDR)效果。<br /><br />

[page:constant NoToneMapping] 禁用色调映射。<br />
[page:constant LinearToneMapping] 为默认值,线性色调映射。<br /><br />
44 changes: 20 additions & 24 deletions docs/api/zh/constants/Textures.html
Original file line number Diff line number Diff line change
@@ -63,9 +63,7 @@ <h2>包裹模式</h2>
使用[page:constant MirroredRepeatWrapping], 纹理将重复到无穷大,在每次重复时将进行镜像。
</p>

<h2>Magnification Filters
放大滤镜
</h2>
<h2>放大滤镜(Magnification Filters)</h2>
<code>
THREE.NearestFilter
THREE.LinearFilter
@@ -80,8 +78,7 @@ <h2>Magnification Filters

</p>

<h2>缩小滤镜
Minification Filters</h2>
<h2>缩小滤镜(Minification Filters)</h2>
<code>
THREE.NearestFilter
THREE.NearestMipmapNearestFilter
@@ -97,20 +94,20 @@ <h2>缩小滤镜
除了[page:constant NearestFilter] 和 [page:constant LinearFilter],
下面的四个函数也可以用于缩小:<br /><br />

[page:constant NearestMipmapNearestFilter]选择与被纹理化像素的尺寸最匹配的mipmap,并以[page:constant
NearestFilter](最靠近像素中心的纹理元素)为标准来生成纹理值。
[page:constant NearestMipmapNearestFilter]选择与被纹理化像素的尺寸最匹配的mipmap,
并以[page:constant NearestFilter](最靠近像素中心的纹理元素)为标准来生成纹理值。
<br /><br />

[page:constant NearestMipmapLinearFilter]选择与被纹理化像素的尺寸最接近的两个mipmap,并以[page:constant
NearestFilter]为标准来从每个mipmap中生成纹理值。最终的纹理值是这两个值的加权平均值。
[page:constant NearestMipmapLinearFilter]选择与被纹理化像素的尺寸最接近的两个mipmap,
并以[page:constant NearestFilter]为标准来从每个mipmap中生成纹理值。最终的纹理值是这两个值的加权平均值。
<br /><br />

[page:constant LinearMipmapNearestFilter]选择与被纹理化像素的尺寸最匹配的mipmap,并以[page:constant
LinearFilter](最靠近像素中心的四个纹理元素的加权平均值)为标准来生成纹理值。
[page:constant LinearMipmapNearestFilter]选择与被纹理化像素的尺寸最匹配的mipmap,
并以[page:constant LinearFilter](最靠近像素中心的四个纹理元素的加权平均值)为标准来生成纹理值。
<br /><br />

[page:constant LinearMipmapLinearFilter]是默认值,它选择与被纹理化像素的尺寸最接近的两个mipmap,并以[page:constant
LinearFilter]为标准来从每个mipmap中生成纹理值。最终的纹理值是这两个值的加权平均值。<br /><br />
[page:constant LinearMipmapLinearFilter]是默认值,它选择与被纹理化像素的尺寸最接近的两个mipmap,
并以[page:constant LinearFilter]为标准来从每个mipmap中生成纹理值。最终的纹理值是这两个值的加权平均值。<br /><br />

请查看示例:[example:webgl_materials_texture_filters materials / texture / filters]。
</p>
@@ -175,8 +172,8 @@ <h2>格式</h2>

<br /><br />
请注意,纹理必须具有正确的[page:Texture.type type]设置,正如上一节所描述的那样。
请参阅[link:https://developer.mozilla.org/en/docs/Web/API/WebGLRenderingContext/texImage2D
WebGLRenderingContext.texImage2D]来获得有关详细信息。
请参阅[link:https://developer.mozilla.org/en/docs/Web/API/WebGLRenderingContext/texImage2D WebGLRenderingContext.texImage2D]
来获得有关详细信息。
</p>

<h2>DDS / ST3C 压缩纹理格式</h2>
@@ -187,9 +184,9 @@ <h2>DDS / ST3C 压缩纹理格式</h2>
THREE.RGBA_S3TC_DXT5_Format
</code>
<p>
要使用[page:CompressedTexture CompressedTexture]中的[page:Texture.format
format]属性,需要获得[link:https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_s3tc/
WEBGL_compressed_texture_s3tc]扩展的支持。<br /><br />
要使用[page:CompressedTexture CompressedTexture]中的[page:Texture.format format]属性,
需要获得[link:https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_s3tc/ WEBGL_compressed_texture_s3tc]
扩展的支持。<br /><br />

通过这个扩展,这里的四种[link:https://en.wikipedia.org/wiki/S3_Texture_Compression S3TC]格式将可以使用:<br />

@@ -199,8 +196,7 @@ <h2>DDS / ST3C 压缩纹理格式</h2>
[page:constant RGBA_S3TC_DXT5_Format]:RGBA图像格式的DXT5压缩图像,它也提供了4:1的压缩比,但与DX3格式的不同之处在于其Alpha是如何被压缩的。<br />
</p>

<h2>PVRTC 压缩纹理格式
PVRTC Compressed Texture Formats</h2>
<h2>PVRTC 压缩纹理格式(PVRTC Compressed Texture Formats)</h2>
<code>
THREE.RGB_PVRTC_4BPPV1_Format
THREE.RGB_PVRTC_2BPPV1_Format
@@ -209,8 +205,8 @@ <h2>PVRTC 压缩纹理格式
</code>
<p>
要使用[page:CompressedTexture CompressedTexture]中的[page:Texture.format format]属性,需要获得
[link:https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_pvrtc/
WEBGL_compressed_texture_pvrtc]扩展的支持。<br />
[link:https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_pvrtc/ WEBGL_compressed_texture_pvrtc]
扩展的支持。<br />
PVRTC通常只在具有PowerVR芯片的移动设备上可用,这些设备主要是苹果设备。<br /><br />


@@ -228,8 +224,8 @@ <h2>ETC 压缩纹理格式</h2>
</code>
<p>
要使用[page:CompressedTexture CompressedTexture]中的[page:Texture.format format]属性,需要获得
[link:https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_etc1/
WEBGL_compressed_texture_etc1]扩展的支持。<br /><br />
[link:https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_etc1/ WEBGL_compressed_texture_etc1]
扩展的支持。<br /><br />
</p>

<h2>编码</h2>
21 changes: 9 additions & 12 deletions docs/api/zh/core/BufferAttribute.html
Original file line number Diff line number Diff line change
@@ -52,16 +52,6 @@ <h3>[property:Integer count]</h3>
若缓存存储三元组(例如顶点位置、法向量、颜色值),则该值应等于队列中三元组的个数。
</p>

<h3>[property:Boolean dynamic]</h3>
<p>
不论缓存是否是动态的,默认值都将是 *false*<br />

如果该值为 false,即告知 GPU 缓存中的数据会经常使用但不经常变化。
该值与 [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/bufferData gl.STATIC_DRAW] 标志位相一致。<br />
如果该值为 true,即告知 GPU 缓存中的数据会经常使用且经常变化。
该值与 [link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/bufferData gl.DYNAMIC_DRAW] 标志位相一致。
</p>

<h3>[property:Boolean isBufferAttribute]</h3>
<p>
指示当前类或派生类是 BufferAttributes. 默认值为 *true*.<br /><br />
@@ -101,6 +91,13 @@ <h3>[property:Object updateRange]</h3>
该值只可以被用于更新某些矢量数据(例如,颜色相关数据)。
</p>

<h3>[property:Usage usage]</h3>
<p>
Defines the intended usage pattern of the data store for optimization purposes. Corresponds to the *usage* parameter of
[link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/bufferData WebGLRenderingContext.bufferData]().
Default is *THREE.StaticDrawUsage*.
</p>

<h3>[property:Integer version]</h3>
<p>版本号,当 [page:BufferAttribute.needsUpdate needsUpdate] 被设置为 true 时,该值会自增。</p>

@@ -158,8 +155,8 @@ <h3>[method:BufferAttribute set] ( [param:Array value], [param:Integer offset] )
特别的, 对将 [page:Array value] 转为 [page:TypedArray] 的要求详见上述链接。
</p>

<h3>[method:BufferAttribute setDynamic] ( [param:Boolean value] ) </h3>
<p> [page:BufferAttribute.dynamic dynamic] 设置为 value.</p>
<h3>[method:BufferAttribute setUsage] ( [param:Usage value] ) </h3>
<p>Set [page:BufferAttribute.usage usage] to value.</p>

<h3>[method:BufferAttribute setX]( [param:Integer index], [param:Float x] ) </h3>
<p>设置给定索引的矢量的第一维数据(设置 X 值)。</p>
10 changes: 5 additions & 5 deletions docs/api/zh/core/BufferGeometry.html
Original file line number Diff line number Diff line change
@@ -37,7 +37,7 @@ <h2>示例</h2>
] );

// itemSize = 3 因为每个顶点都是一个三元组。
geometry.addAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
geometry.setAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
var material = new THREE.MeshBasicMaterial( { color: 0xff0000 } );
var mesh = new THREE.Mesh( geometry, material );
</code>
@@ -64,7 +64,7 @@ <h2>属性</h2>
<h3>[property:Object attributes]</h3>
<p>
通过 hashmap 存储该几何体相关的属性,hashmap 的 id 是当前 attribute 的名称,值是相应的 [page:BufferAttribute buffer]。
你可以通过 [page:.addAttribute] 和 [page:.getAttribute] 添加和访问与当前几何体有关的 attribute。
你可以通过 [page:.setAttribute] 和 [page:.getAttribute] 添加和访问与当前几何体有关的 attribute。
</p>

<h3>[property:Box3 boundingBox]</h3>
@@ -156,9 +156,9 @@ <h2>方法</h2>

<h3>[page:EventDispatcher EventDispatcher] 在该类上可用的所有方法。</h3>

<h3>[method:BufferGeometry addAttribute]( [param:String name], [param:BufferAttribute attribute] )</h3>
<h3>[method:BufferGeometry setAttribute]( [param:String name], [param:BufferAttribute attribute] )</h3>
<p>
为当前几何体增加一个 attribute。 的属性,在类的内部,有一个存储 [page:.attributes] 的 hashmap,
为当前几何体设置一个 attribute 属性。在类的内部,有一个存储 [page:.attributes] 的 hashmap,
通过该 hashmap,遍历 attributes 的速度会更快。而使用该方法,可以向 hashmap 内部增加 attribute。
所以,你需要使用该方法来添加 attributes。
</p>
@@ -236,7 +236,7 @@ <h3>[method:null normalizeNormals]()</h3>
几何体中的每个法向量长度将会为 1。这样操作会更正光线在表面的效果。
</p>

<h3>[method:BufferAttribute removeAttribute]( [param:String name] )</h3>
<h3>[method:BufferAttribute deleteAttribute]( [param:String name] )</h3>
<p>删除具有指定名称的 [page:BufferAttribute attribute]。</p>

<h3>[method:BufferGeometry rotateX] ( [param:Float radians] )</h3>
8 changes: 4 additions & 4 deletions docs/api/zh/core/EventDispatcher.html
Original file line number Diff line number Diff line change
@@ -22,11 +22,11 @@ <h2>示例</h2>

var Car = function () {

this.start = function () {
this.start = function () {

this.dispatchEvent( { type: 'start', message: 'vroom vroom!' } );
this.dispatchEvent( { type: 'start', message: 'vroom vroom!' } );

};
};

};

@@ -40,7 +40,7 @@ <h2>示例</h2>

car.addEventListener( 'start', function ( event ) {

alert( event.message );
alert( event.message );

} );

17 changes: 8 additions & 9 deletions docs/api/zh/core/InterleavedBuffer.html
Original file line number Diff line number Diff line change
@@ -44,11 +44,6 @@ <h3>[property:Integer count]</h3>
类型化队列中,所有元素的数目。
</p>

<h3>[property:Boolean dynamic]</h3>
<p>
默认值为 *false*。
</p>

<h3>[property:Object updateRange]</h3>
<p>
对象存储着需要更新的数据的偏移量和数量。
@@ -79,13 +74,14 @@ <h3>[property:Integer needsUpdate]</h3>
默认值为 *false*。该值被设置为 true 时,会导致 [page:InterleavedBuffer.version version] 增加。
</p>

<h2>方法</h2>

<h3>[method:InterleavedBuffer setDynamic] ( [param:Boolean value] ) </h3>
<h3>[property:Usage usage]</h3>
<p>
根据输入参数设置 [page:InterleavedBuffer.dynamic dynamic] 的值。
Defines the intended usage pattern of the data store for optimization purposes. Corresponds to the *usage* parameter of
[link:https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/bufferData WebGLRenderingContext.bufferData]().
</p>

<h2>方法</h2>

<h3>[method:InterleavedBuffer copy]( [param:InterleavedBuffer source] ) </h3>
<p>
将参数指定的 [name] 拷贝到当前 [name]。
@@ -107,6 +103,9 @@ <h3>[method:InterleavedBuffer clone]() </h3>
克隆当前 [name]。
</p>

<h3>[method:BufferAttribute setUsage] ( [param:Usage value] ) </h3>
<p>Set [page:BufferAttribute.usage usage] to value.</p>

<h2>源代码</h2>

<p>
19 changes: 13 additions & 6 deletions docs/api/zh/core/Object3D.html
Original file line number Diff line number Diff line change
@@ -38,9 +38,9 @@ <h3>[property:Object3D children]</h3>

<h3>[property:Material customDepthMaterial]</h3>
<p>渲染到深度贴图时此材质要使用的自定义深度材质。
当使用[page:DirectionalLight]或[page:SpotLight]进行阴影投射时,如果您正在(a)修改顶点着色器中的顶点位置,
(b)使用位移贴图,(c)alphaTest中使用alpha贴图,或(d)alphaTest中使用透明纹理,
您必须指定customDepthMaterial以得到合适的阴影。默认值*undefined*。
当使用[page:DirectionalLight]或[page:SpotLight]进行阴影投射时,如果您正在(a)修改顶点着色器中的顶点位置,
(b)使用位移贴图,(c)alphaTest中使用alpha贴图,或(d)alphaTest中使用透明纹理,
您必须指定customDepthMaterial以得到合适的阴影。默认值*undefined*。
</p>

<h3>[property:Material customDistanceMaterial]</h3>
@@ -111,8 +111,8 @@ <h3>[property:function onAfterRender]</h3>

<h3>[property:function onBeforeRender]</h3>
<p>
一个可选的回调函数,在Object3D渲染之前直接执行。
使用以下参数来调用此函数:renderer,scene,camera,geometry,material,group。
一个可选的回调函数,在Object3D渲染之前直接执行。
使用以下参数来调用此函数:renderer,scene,camera,geometry,material,group。
</p>

<h3>[property:Object3D parent]</h3>
@@ -416,8 +416,15 @@ <h3>[method:null updateMatrix]()</h3>
<p>更新局部变换。</p>

<h3>[method:null updateMatrixWorld]( [param:Boolean force] )</h3>
<p>更新物体及其子级的全局变换。</p>
<p>更新物体及其后代的全局变换。</p>

<h3>[method:null updateWorldMatrix]( [param:Boolean updateParents], [param:Boolean updateChildren] )</h3>
<p>
updateParents - recursively updates global transform of ancestors.<br />
updateChildren - recursively updates global transform of descendants.<br /><br />

Updates the global transform of the object.
</p>

<h3>[method:Vector3 worldToLocal]( [param:Vector3 vector] )</h3>
<p>
Original file line number Diff line number Diff line change
@@ -34,7 +34,9 @@ <h2>构造函数</h2>
<p>所有上述内容都以相同的方式调用。</p>
<h3>TypedBufferAttribute( [param:Array array], [param:Integer itemSize], [param:Boolean normalized] )</h3>
<p>
array -- 这可以是类型化或非类型化的(普通)数组。它将被转换为指定的类型。<br /><br />
array -- 该值可以是类型化或非类型化的(普通)数组。
它将被转换为指定的类型。
If a length is given a new TypedArray will created, initialized with all elements set to zero.<br /><br />

itemSize -- 应与特定顶点关联的数组值的数量。<br /><br />

20 changes: 10 additions & 10 deletions docs/api/zh/extras/core/Path.html
Original file line number Diff line number Diff line change
@@ -59,7 +59,7 @@ <h3>[property:array currentPoint]</h3>
<h2>方法</h2>
<p>共有方法请参见其基类[page:CurvePath]。</p>

<h3>[method:null absarc]( [param:Float x], [param:Float y], [param:Float radius], [param:Float startAngle], [param:Float endAngle], [param:Float clockwise] )</h3>
<h3>[method:this absarc]( [param:Float x], [param:Float y], [param:Float radius], [param:Float startAngle], [param:Float endAngle], [param:Float clockwise] )</h3>
<p>
x, y -- 弧线的绝对中心。<br />
radius -- 弧线的半径。<br />
@@ -70,7 +70,7 @@ <h3>[method:null absarc]( [param:Float x], [param:Float y], [param:Float radius]
添加一条绝对定位的[page:EllipseCurve EllipseCurve]到路径中。
</p>

<h3>[method:null absellipse]( [param:Float x], [param:Float y], [param:Float xRadius], [param:Float yRadius], [param:Float startAngle], [param:Float endAngle], [param:Float clockwise], [param:Float rotation] )</h3>
<h3>[method:this absellipse]( [param:Float x], [param:Float y], [param:Float xRadius], [param:Float yRadius], [param:Float startAngle], [param:Float endAngle], [param:Float clockwise], [param:Float rotation] )</h3>
<p>
x, y -- 椭圆的绝对中心。<br />
xRadius -- 椭圆x轴方向的半径。<br />
@@ -83,7 +83,7 @@ <h3>[method:null absellipse]( [param:Float x], [param:Float y], [param:Float xRa
添加一条绝对定位的[page:EllipseCurve EllipseCurve]到路径中。
</p>

<h3>[method:null arc]( [param:Float x], [param:Float y], [param:Float radius], [param:Float startAngle], [param:Float endAngle], [param:Float clockwise] )</h3>
<h3>[method:this arc]( [param:Float x], [param:Float y], [param:Float radius], [param:Float startAngle], [param:Float endAngle], [param:Float clockwise] )</h3>
<p>
x, y -- 弧线的中心来自上次调用后的偏移量。<br />
radius -- 弧线的半径。<br />
@@ -95,10 +95,10 @@ <h3>[method:null arc]( [param:Float x], [param:Float y], [param:Float radius], [
</p>


<h3>[method:null bezierCurveTo]( [param:Float cp1X], [param:Float cp1Y], [param:Float cp2X], [param:Float cp2Y], [param:Float x], [param:Float y] )</h3>
<h3>[method:this bezierCurveTo]( [param:Float cp1X], [param:Float cp1Y], [param:Float cp2X], [param:Float cp2Y], [param:Float x], [param:Float y] )</h3>
<p>从[page:.currentPoint]创建一条贝塞尔曲线,以(cp1X, cp1Y)和(cp2X, cp2Y)作为控制点,并将[page:.currentPoint]更新到x,y。</p>

<h3>[method:null ellipse]( [param:Float x], [param:Float y], [param:Float xRadius], [param:Float yRadius], [param:Float startAngle], [param:Float endAngle], [param:Float clockwise], [param:Float rotation] )</h3>
<h3>[method:this ellipse]( [param:Float x], [param:Float y], [param:Float xRadius], [param:Float yRadius], [param:Float startAngle], [param:Float endAngle], [param:Float clockwise], [param:Float rotation] )</h3>
<p>
x, y -- 椭圆的中心来自上次调用后的偏移量。The center of the ellipse offset from the last call.<br />
xRadius -- 椭圆x轴方向的半径。<br />
@@ -111,25 +111,25 @@ <h3>[method:null ellipse]( [param:Float x], [param:Float y], [param:Float xRadiu
添加一条[page:EllipseCurve EllipseCurve]到路径中,位置相对于[page:.currentPoint]。
</p>

<h3>[method:null lineTo]( [param:Float x], [param:Float y] )</h3>
<h3>[method:this lineTo]( [param:Float x], [param:Float y] )</h3>
<p>在当前路径上,从[page:.currentPoint]连接一条直线到x,y。</p>


<h3>[method:null moveTo]( [param:Float x], [param:Float y] )</h3>
<h3>[method:this moveTo]( [param:Float x], [param:Float y] )</h3>
<p>将[page:.currentPoint]移动到x, y。</p>


<h3>[method:null quadraticCurveTo]( [param:Float cpX], [param:Float cpY], [param:Float x], [param:Float y] )</h3>
<h3>[method:this quadraticCurveTo]( [param:Float cpX], [param:Float cpY], [param:Float x], [param:Float y] )</h3>
<p>从[page:.currentPoint]创建一条二次曲线,以(cpX,cpY)作为控制点,并将[page:.currentPoint]更新到x,y。</p>

<h3>[method:null setFromPoints]( [param:Array vector2s] )</h3>
<h3>[method:this setFromPoints]( [param:Array vector2s] )</h3>
<p>
points -- [page:Vector2 Vector2]数组。<br /><br />

点将被作为[page:LineCurve LineCurves]加入到[page:CurvePath.curves curves]数组中。
</p>

<h3>[method:null splineThru] ( [param:Array points] ) </h3>
<h3>[method:this splineThru] ( [param:Array points] ) </h3>
<p>
points -[page:Vector2 Vector2]数组。<br /><br />

10 changes: 5 additions & 5 deletions docs/api/zh/extras/core/ShapePath.html
Original file line number Diff line number Diff line change
@@ -44,27 +44,27 @@ <h3>[property:array currentPath]</h3>

<h2>方法</h2>

<h3>[method:null moveTo]( [param:Float x], [param:Float y] )</h3>
<h3>[method:this moveTo]( [param:Float x], [param:Float y] )</h3>
<p>
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>
<h3>[method:this lineTo]( [param:Float x], [param:Float y] )</h3>
<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>
<h3>[method:this quadraticCurveTo]( [param:Float cpX], [param:Float cpY], [param:Float x], [param:Float y] )</h3>
<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>
<h3>[method:this bezierCurveTo]( [param:Float cp1X], [param:Float cp1Y], [param:Float cp2X], [param:Float cp2Y], [param:Float x], [param:Float y] )</h3>
<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>
<h3>[method:this splineThru] ( [param:Array points] ) </h3>
<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>
6 changes: 2 additions & 4 deletions docs/api/zh/extras/curves/EllipseCurve.html
Original file line number Diff line number Diff line change
@@ -46,12 +46,10 @@ <h3>[name]( [param:Float aX], [param:Float aY], [param:Float xRadius], [param:Fl
[page:Float aY] – 椭圆的中心的Y坐标,默认值为*0*。<br/>
[page:Float xRadius] – X轴向上椭圆的半径,默认值为*1*。<br/>
[page:Float yRadius] – Y轴向上椭圆的半径,默认值为*1*。<br/>
[page:Radians aStartAngle] – 以弧度来表示,从正右侧算起曲线开始的角度,默认值为*0*。<br/>
[page:Radians aEndAngle] – 以弧度来表示,从正右侧算起曲线终止的角度,默认值为*2 x Math.PI*。<br/>
[page:Radians aStartAngle] – 以弧度来表示,从正X轴算起曲线开始的角度,默认值为*0*。<br/>
[page:Radians aEndAngle] – 以弧度来表示,从正X轴算起曲线终止的角度,默认值为*2 x Math.PI*。<br/>
[page:Boolean aClockwise] – 椭圆是否按照顺时针方向来绘制,默认值为*false*。<br/>
[page:Radians aRotation] – 以弧度表示,椭圆从X轴正方向逆时针的旋转角度(可选),默认值为*0*。<br/><br/>

<em>请注意:</em> 当使用顺时针的时候,最好将起始角度角度设为(Math.PI * 2),并向着更小的数字运行。
</p>

<h2>属性</h2>
2 changes: 1 addition & 1 deletion docs/api/zh/helpers/AxesHelper.html
Original file line number Diff line number Diff line change
@@ -28,7 +28,7 @@ <h2>例子</h2>
<code>
var axesHelper = new THREE.AxesHelper( 5 );
scene.add( axesHelper );
</code>
</code>

<h2>构造函数</h2>

2 changes: 1 addition & 1 deletion docs/api/zh/helpers/CameraHelper.html
Original file line number Diff line number Diff line change
@@ -57,7 +57,7 @@ <h3>[property:object matrix]</h3>

<h3>[property:object matrixAutoUpdate]</h3>
<p>
请查看 [page:Object3D.matrixAutoUpdate]. 这里设置为 *false* 表示辅助对象
请查看 [page:Object3D.matrixAutoUpdate]. 这里设置为 *false* 表示辅助对象
使用相机的 [page:Object3D.matrixWorld matrixWorld].
</p>

4 changes: 2 additions & 2 deletions docs/api/zh/lights/HemisphereLight.html
Original file line number Diff line number Diff line change
@@ -8,7 +8,7 @@
<link type="text/css" rel="stylesheet" href="page.css" />
</head>
<body>
[page:Object3D] &rarr; [page:Light] &rarr;
[page:Object3D] &rarr; [page:Light] &rarr;

<h1>半球光([name])</h1>

@@ -37,7 +37,7 @@ <h2>示例</h2>

<h2>构造器(Constructor)</h2>
<h3>[name]( [param:Integer skyColor], [param:Integer groundColor], [param:Float intensity] )</h3>
<p>
<p>
[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 />
14 changes: 6 additions & 8 deletions docs/api/zh/lights/shadows/LightShadow.html
Original file line number Diff line number Diff line change
@@ -68,11 +68,11 @@ <h3>[property:Float radius]</h3>
<p>
将此值设置为大于1的值将模糊阴影的边缘。<br />


较高的值会在阴影中产生不必要的条带效果 - 更大的[page:.mapSize mapSize]将允许在这些效果变得可见之前使用更高的值。<br /><br />

较高的值会在阴影中产生不必要的条带效果 - 更大的[page:.mapSize mapSize]将允许在这些效果变得可见之前使用更高的值。<br />
If [page:WebGLRenderer.shadowMap.type] is set to [page:Renderer PCFSoftShadowMap], it is recommended to
leave radius at 1 and increase softness by decreasing [page:.mapSize mapSize] instead.<br /><br />

请注意,如果[page:WebGLRenderer.shadowMap.type]设置为[page:Renderer BasicShadowMap],将会无效。

</p>


@@ -83,13 +83,11 @@ <h3>[method:Vector2 getFrameExtents]()</h3>
Used internally by the renderer to extend the shadow map to contain all viewports
</p>

<h3>[method:null updateMatrices]( [param:Light light], [param:Camera viewCamera], [param:number viewportIndex])</h3>
<h3>[method:null updateMatrices]( [param:Light light] )</h3>
<p>
Update the matrices for the camera and shadow, used internally by the renderer.<br /><br />

light -- the light for which the shadow is being rendered.<br />
viewCamera -- the camera view for which the shadow is being rendered.<br />
viewportIndex -- calculates the matrix for this viewport
light -- the light for which the shadow is being rendered.
</p>

<h3>[method:Frustum getFrustum]()</h3>
9 changes: 9 additions & 0 deletions docs/api/zh/lights/shadows/PointLightShadow.html
Original file line number Diff line number Diff line change
@@ -69,6 +69,15 @@ <h2>属性</h2>
</p>

<h2>方法</h2>

<h3>[method:null updateMatrices]( [param:Light light], [param:number viewportIndex])</h3>
<p>
Update the matrices for the camera and shadow, used internally by the renderer.<br /><br />

light -- the light for which the shadow is being rendered.<br />
viewportIndex -- calculates the matrix for this viewport
</p>

<p>
共有方法请参见其基类[page:LightShadow LightShadow]。
</p>
2 changes: 1 addition & 1 deletion docs/api/zh/lights/shadows/SpotLightShadow.html
Original file line number Diff line number Diff line change
@@ -58,7 +58,7 @@ <h2>例子</h2>


<h2>构造函数</h2>
构造函数创建一个 [param:PerspectiveCamera PerspectiveCamera] 来管理阴影的世界视图
构造函数创建一个 [param:PerspectiveCamera PerspectiveCamera] 来管理阴影的世界视图
<h2>属性</h2>
有关常用属性,请参阅基础LightShadow类。
<h3>[property:Camera camera]</h3>
2 changes: 1 addition & 1 deletion docs/api/zh/loaders/AnimationLoader.html
Original file line number Diff line number Diff line change
@@ -68,7 +68,7 @@ <h3>[method:null load]( [param:String url], [param:Function onLoad], [param:Func
[page:Function onProgress] — 将在加载过程中进行调用。参数为XMLHttpRequest实例,实例包含[page:Integer total]和[page:Integer loaded]字节。<br />
[page:Function onError] — 在加载错误时被调用。<br /><br />

从URL中进行加载并将动画传递给onLoad。
从URL中进行加载并将动画传递给onLoad。
</p>

<h3>[method:Array parse]( [param:JSON json] )</h3>
2 changes: 1 addition & 1 deletion docs/api/zh/loaders/AudioLoader.html
Original file line number Diff line number Diff line change
@@ -86,7 +86,7 @@ <h3>[method:null load]( [param:String url], [param:Function onLoad], [param:Func
[page:Function onError] — 在加载错误时被调用。<br />
</p>
<p>
从URL中进行加载并将已经加载的[page:String AudioBuffer]传递给onLoad。
从URL中进行加载并将已经加载的[page:String AudioBuffer]传递给onLoad。
</p>

<h2></h2>
2 changes: 1 addition & 1 deletion docs/api/zh/loaders/BufferGeometryLoader.html
Original file line number Diff line number Diff line change
@@ -74,7 +74,7 @@ <h3>[method:null load]( [param:String url], [param:Function onLoad], [param:Func
[page:Function onError] —在加载错误时被调用。<br />
</p>
<p>
从URL中进行加载,并将已经以解析的响应内容传递给onLoad。
从URL中进行加载,并将已经以解析的响应内容传递给onLoad。
</p>

<h3>[method:BufferGeometry parse]( [param:Object json] )</h3>
6 changes: 3 additions & 3 deletions docs/api/zh/loaders/Cache.html
Original file line number Diff line number Diff line change
@@ -11,7 +11,7 @@
<h1>[name]</h1>

<p class="desc">
一个简单的缓存系统,内部使用[page:FileLoader]。
一个简单的缓存系统,内部使用[page:FileLoader]。
</p>

<h2>例子</h2>
@@ -25,7 +25,7 @@ <h2>例子</h2>
<h2>Usage</h2>

<p>
要在所有使用[page:FileLoader]的加载器上启用缓存, 需设置</p>
要在所有使用[page:FileLoader]的加载器上启用缓存, 需设置</p>
<code>
THREE.Cache.enabled = true.
</code>
@@ -47,7 +47,7 @@ <h3>[method:null add]( [param:String key], file )</h3>
[page:String key] — 通过引用缓存文件的[page:String key]。<br />
[page:Object file] — 所被缓存的文件<br /><br />

使用key为引用文件增加一个缓存入口。如果该key已持有一个文件,则会被覆盖。
使用key为引用文件增加一个缓存入口。如果该key已持有一个文件,则会被覆盖。
</p>

<h3>[method:null get]( [param:String key] )</h3>
6 changes: 3 additions & 3 deletions docs/api/zh/loaders/CompressedTextureLoader.html
Original file line number Diff line number Diff line change
@@ -13,8 +13,8 @@
<h1>[name]</h1>

<p class="desc">
基于块的纹理加载器 (dds, pvr, ...)的抽象类。
内部使用[page:FileLoader]来加载文件。
基于块的纹理加载器 (dds, pvr, ...)的抽象类。
内部使用[page:FileLoader]来加载文件。
</p>

<h2>例子</h2>
@@ -50,7 +50,7 @@ <h3>[method:null load]( [param:String url], [param:Function onLoad], [param:Func
[page:Function onError] — 在加载错误时被调用。<br />
</p>
<p>
从URL中进行加载,并将被加载的纹理传递给onLoad。
从URL中进行加载,并将被加载的纹理传递给onLoad。
</p>

<h2></h2>
8 changes: 4 additions & 4 deletions docs/api/zh/loaders/CubeTextureLoader.html
Original file line number Diff line number Diff line change
@@ -62,16 +62,16 @@ <h3>[method:null load]( [param:String urls], [param:Function onLoad], [param:Fun
[page:String urls] — 数组长度为6的图像数组,数组内容为URL,每一个URL用于CubeTexture的每一侧。
这些URL将被指定顺序: pos-x, neg-x, pos-y, neg-y, pos-z, neg-z.
数组内容也可以为 [link:https://developer.mozilla.org/en-US/docs/Web/HTTP/Basics_of_HTTP/Data_URIs Data URIs].<br />
请注意,一般来说,在立方体贴图坐标系中,当查找positive-z轴时,positive-x表示右侧
- 换句话说,此坐标系使用左手坐标系。
请注意,一般来说,在立方体贴图坐标系中,当查找positive-z轴时,positive-x表示右侧
- 换句话说,此坐标系使用左手坐标系。
由于three.js使用右手坐标系, 环境贴图将在three.js进行pos-x和neg-x进行交互.<br />
[page:Function onLoad] — 加载完成时将调用。回调参数是已被加载的[page:Texture texture].<br />
[page:Function onProgress] — 将在加载过程中进行调用。参数为XMLHttpRequest实例,
其中包含 [page:Integer total] 和 [page:Integer loaded] 字节。<br />
其中包含 [page:Integer total] 和 [page:Integer loaded] 字节。<br />
[page:Function onError] — 在加载错误时被调用。<br />
</p>
<p>
从URL中进行加载,并将被加载的[page:Texture texture]传递给onLoad。
从URL中进行加载,并将被加载的[page:Texture texture]传递给onLoad。
</p>

<h2></h2>
4 changes: 2 additions & 2 deletions docs/api/zh/loaders/DataTextureLoader.html
Original file line number Diff line number Diff line change
@@ -13,7 +13,7 @@
<h1>[name]</h1>

<p class="desc">
用于加载二进制文件格式的(rgbe, hdr, ...)的抽象类。
用于加载二进制文件格式的(rgbe, hdr, ...)的抽象类。
内部使用[page:FileLoader]来加载文件, 和创建一个新的
[page:DataTexture].
</p>
@@ -50,7 +50,7 @@ <h3>[method:null load]( [param:String url], [param:Function onLoad], [param:Func
[page:Function onError] —在加载错误时被调用。<br />
</p>
<p>
从URL中进行加载,并将被加载的纹理传递给onLoad。
从URL中进行加载,并将被加载的纹理传递给onLoad。
</p>

<h2></h2>
24 changes: 12 additions & 12 deletions docs/api/zh/loaders/FileLoader.html
Original file line number Diff line number Diff line change
@@ -13,8 +13,8 @@
<h1>[name]</h1>

<p class="desc">
使用XMLHttpRequest来加载资源的低级类,并由大多数加载器内部使用。
它也可以直接用于加载任何没有对应加载器的文件类型。
使用XMLHttpRequest来加载资源的低级类,并由大多数加载器内部使用。
它也可以直接用于加载任何没有对应加载器的文件类型。
</p>

<h2>例子</h2>
@@ -50,9 +50,9 @@ <h2>例子</h2>

<p>
<em>注意:</em>
必须启用缓存
必须启用缓存
<code>THREE.Cache.enabled = true;</code>
这是一个全局属性,只需要设置一次,供内部使用FileLoader的所有加载器使用。
这是一个全局属性,只需要设置一次,供内部使用FileLoader的所有加载器使用。
[page:Cache Cache] 是​​一个缓存模块,用于保存通过此加载器发出的每个请求的响应,因此每个文件都会被请求一次。
</p>

@@ -82,8 +82,8 @@ <h3>[property:String responseType]</h3>

<h3>[property:String withCredentials]</h3>
<p>
XMLHttpRequest是否使用证书。 请参考 [page:.setWithCredentials].
默认为 *undefined*.
XMLHttpRequest是否使用证书。 请参考 [page:.setWithCredentials].
默认为 *undefined*.
</p>

<h2>方法</h2>
@@ -95,16 +95,16 @@ <h3>[method:null load]( [param:String url], [param:Function onLoad], [param:Func
[link:https://developer.mozilla.org/en-US/docs/Web/HTTP/Basics_of_HTTP/Data_URIs Data URI].<br />
[page:Function onLoad] (可选) — 加载完成时将调用。回调参数将是加载的响应。<br />
[page:Function onProgress] (可选) — 将在加载过程中进行调用。参数将是XMLHttpRequest实例,
其中包含 [page:Integer total] 和 [page:Integer loaded] 字节<br />
其中包含 [page:Integer total] 和 [page:Integer loaded] 字节<br />
[page:Function onError] (可选) — 在加载错误时被调用。<br /><br />

加载URL并将响应传递给onLoad函数。
加载URL并将响应传递给onLoad函数。
</p>

<h3>[method:FileLoader setMimeType]( [param:String mimeType] )</h3>
<p>
设置正在加载的文件预期类型 [link:https://developer.mozilla.org/en-US/docs/Web/HTTP/Basics_of_HTTP/MIME_types mimeType]
。请注意,在许多情况下,这将自动确定,因此默认情况下它是 *undefined* 。
设置正在加载的文件预期类型 [link:https://developer.mozilla.org/en-US/docs/Web/HTTP/Basics_of_HTTP/MIME_types mimeType]
。请注意,在许多情况下,这将自动确定,因此默认情况下它是 *undefined* 。
</p>

<h3>[method:FileLoader setRequestHeader]( [param:object requestHeader] )</h3>
@@ -126,8 +126,8 @@ <h3>[method:FileLoader setResponseType]( [param:String responseType] )</h3>

<h3>[method:FileLoader setWithCredentials]( [param:Boolean value] )</h3>
<p>
XMLHttpRequest是否使用cookie、授权头或TLS客户端证书等凭据。 请参考 [link:https://developer.mozilla.org/en-US/docs/Web/API/XMLHttpRequest/withCredentials XMLHttpRequest.withCredentials].<br />
请注意,当您在本地或从同一域加载文件,则该方法无效。
XMLHttpRequest是否使用cookie、授权头或TLS客户端证书等凭据。 请参考 [link:https://developer.mozilla.org/en-US/docs/Web/API/XMLHttpRequest/withCredentials XMLHttpRequest.withCredentials].<br />
请注意,当您在本地或从同一域加载文件,则该方法无效。
</p>


2 changes: 1 addition & 1 deletion docs/api/zh/loaders/FontLoader.html
Original file line number Diff line number Diff line change
@@ -72,7 +72,7 @@ <h3>[method:null load]( [param:String url], [param:Function onLoad], [param:Func
[page:Function onProgress] — 将在加载过程中进行调用。参数为XMLHttpRequest实例,实例包含[page:Integer total]和[page:Integer loaded]字节。<br />
[page:Function onError] — 在加载错误时被调用。<br /><br />

从URL中进行加载,并将被加载的[page:Texture texture]传递给onLoad。
从URL中进行加载,并将被加载的[page:Texture texture]传递给onLoad。
</p>

<h3>[method:Font parse]( [param:Object json] )</h3>
6 changes: 3 additions & 3 deletions docs/api/zh/loaders/ImageBitmapLoader.html
Original file line number Diff line number Diff line change
@@ -14,7 +14,7 @@ <h1>[name]</h1>

<p class="desc">
一个把[page:Image]加载为[link:https://developer.mozilla.org/de/docs/Web/API/ImageBitmap ImageBitmap]的加载器。
ImageBitmap提供了一种异步且有效的资源的途径,用于在WebGL中渲染的纹理。<br/>
ImageBitmap提供了一种异步且有效的资源的途径,用于在WebGL中渲染的纹理。<br/>
不像[page:FileLoader], [name]无需避免对同一的URL进行多次请求。
</p>

@@ -75,7 +75,7 @@ <h2>属性</h2>

<h3>[property:String options]</h3>
<p>一个可选对象,用来设置内部使用的[link:https://developer.mozilla.org/en-US/docs/Web/API/WindowOrWorkerGlobalScope/createImageBitmap createImageBitmap]工厂方法,
默认为*undefined*.</p>
默认为*undefined*.</p>

<h2>方法</h2>
<p>共有方法请参见其基类[page:Loader]。</p>
@@ -89,7 +89,7 @@ <h3>[method:null load]( [param:String url], [param:Function onLoad], [param:Func
[page:Function onError] — 在加载错误时被调用。<br />
</p>
<p>
从URL中进行加载,并返回将包含数据的[page:ImageBitmap image]对象。
从URL中进行加载,并返回将包含数据的[page:ImageBitmap image]对象。
</p>

<h3>[method:ImageBitmapLoader setOptions]( [param:Object options] )</h3>
2 changes: 1 addition & 1 deletion docs/api/zh/loaders/ImageLoader.html
Original file line number Diff line number Diff line change
@@ -81,7 +81,7 @@ <h3>[method:null load]( [param:String url], [param:Function onLoad], [param:Func
[page:Function onError] — 在加载错误时被调用。<br />
</p>
<p>
从URL中进行加载,并返回将包含数据的[page:Image image]对象。
从URL中进行加载,并返回将包含数据的[page:Image image]对象。
</p>

<h2></h2>
2 changes: 1 addition & 1 deletion docs/api/zh/loaders/LoaderUtils.html
Original file line number Diff line number Diff line change
@@ -19,7 +19,7 @@ <h3>[method:String decodeText]( [param:TypedArray array] )</h3>
[page:TypedArray array] — 作为类型化数组的字节流
</p>
<p>
该函数将字节流作为输入并返回字符串作为表示。
该函数将字节流作为输入并返回字符串作为表示。
</p>

<h3>[method:String extractUrlBase]( [param:string url] )</h3>
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