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2 changes: 1 addition & 1 deletion docs/api/zh/cameras/Camera.html
Original file line number Diff line number Diff line change
Expand Up @@ -34,7 +34,7 @@ <h3>[property:Boolean isCamera]</h3>
用于来检查这个类或者派生的类是否为摄像机,默认为*true*。
<br /><br />

你不应当对这个属性进行改变,因为它在内部由渲染器使用,以用于优化。
你不应当对这个属性进行改变因为它在内部由渲染器使用,以用于优化。
</p>

<h3>[property:Layers layers]</h3>
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4 changes: 1 addition & 3 deletions docs/api/zh/cameras/PerspectiveCamera.html
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Expand Up @@ -133,9 +133,7 @@ <h3>[method:null setFocalLength]( [param:Float focalLength] )</h3>
<p>
通过相对于当前[page:PerspectiveCamera.filmGauge .filmGauge]的焦距,设置FOV。
<br /><br />
默认情况下,焦距是为35mm(全画幅)摄像机而指定的。
By default, the focal length is specified for a 35mm (full frame) camera.
</p>
默认情况下,焦距是为35mm(全画幅)摄像机而指定的。</p>

<h3>[method:null setViewOffset]( [param:Float fullWidth], [param:Float fullHeight], [param:Float x], [param:Float y], [param:Float width], [param:Float height] )</h3>
<p>
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10 changes: 5 additions & 5 deletions docs/api/zh/constants/Animation.html
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Expand Up @@ -8,31 +8,31 @@
<link type="text/css" rel="stylesheet" href="page.css" />
</head>
<body>
<h1>Animation Constants</h1>
<h1>动画常量(Animation Constants</h1>

<h2>Loop Modes</h2>
<h2>循环模式</h2>

<code>
THREE.LoopOnce
THREE.LoopRepeat
THREE.LoopPingPong
</code>

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

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

<h2>Source</h2>
<h2>源代码</h2>

[link:https://github.com/mrdoob/three.js/blob/master/src/constants.js src/constants.js]
</body>
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10 changes: 5 additions & 5 deletions docs/api/zh/constants/Core.html
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Expand Up @@ -8,26 +8,26 @@
<link type="text/css" rel="stylesheet" href="page.css" />
</head>
<body>
<h1>Core Constants</h1>
<h1>核心常量(Core Constants</h1>

<h2>Revision Number</h2>
<h2>修订版本号</h2>

<code>
THREE.REV
</code>

<div id="rev">
The current three.js [link:https://github.com/mrdoob/three.js/releases revision number].
当前three.js的修订版本号( [link:https://github.com/mrdoob/three.js/releases revision number])。
</div>

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

<h2>Source</h2>
<h2>源代码</h2>

[link:https://github.com/mrdoob/three.js/blob/master/src/constants.js src/constants.js]

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18 changes: 9 additions & 9 deletions docs/api/zh/constants/CustomBlendingEquations.html
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Expand Up @@ -8,15 +8,15 @@
<link type="text/css" rel="stylesheet" href="page.css" />
</head>
<body>
<h1>Custom Blending Equation Constants</h1>
<h1>自定义混合方程常量(Custom Blending Equation Constants</h1>


<h2>Example</h2>
<h2>示例</h2>
<p>[example:webgl_materials_blending_custom materials / blending / custom ]</p>

<h2>Usage</h2>
<h2>用法</h2>
<p>
These work with all material types. First set the material's blending mode to THREE.CustomBlending, then set the desired Blending Equation, Source Factor and Destination Factor.
这个常量可以用于所有的材质类型。首先将材质的混合模式设置为THREE.CustomBlending,然后设置所需要的混合方程、源因子和目标因子。
</p>

<code>
Expand All @@ -27,7 +27,7 @@ <h2>Usage</h2>
material.blendDst = THREE.OneMinusSrcAlphaFactor; //default
</code>

<h2>Blending Equations</h2>
<h2>混合方程</h2>
<code>
THREE.AddEquation
THREE.SubtractEquation
Expand All @@ -36,7 +36,7 @@ <h2>Blending Equations</h2>
THREE.MaxEquation
</code>

<h2>Source Factors</h2>
<h2>源因子</h2>
<code>
THREE.ZeroFactor
THREE.OneFactor
Expand All @@ -51,12 +51,12 @@ <h2>Source Factors</h2>
THREE.SrcAlphaSaturateFactor
</code>

<h2>Destination Factors</h2>
<h2>目标因子</h2>
<p>
All of the Source Factors are valid as Destination Factors, except for <code>THREE.SrcAlphaSaturateFactor</code>
所有的源因子的值,在目标因子中都是有效的。除了:<code>THREE.SrcAlphaSaturateFactor</code>
</p>

<h2>Source</h2>
<h2>源代码</h2>

[link:https://github.com/mrdoob/three.js/blob/master/src/constants.js src/constants.js]
</body>
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36 changes: 17 additions & 19 deletions docs/api/zh/constants/DrawModes.html
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Expand Up @@ -8,52 +8,50 @@
<link type="text/css" rel="stylesheet" href="page.css" />
</head>
<body>
<h1>Draw Mode Constants</h1>
<h1>绘图模式常量(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 />
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>

<h2>Draw Modes</h2>

<h2>绘图模式</h2>

<code>
THREE.TrianglesDrawMode
</code>
<p>
This is the default, and results in every three consecutive vertices (v0, v1, v2), (v2, v3, v5), ...
being interpreted as a separate triangle. <br />
If the number of vertices is not a multiple of 3, excess vertices are ignored.
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。
<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>

<code>
THREE.TriangleStripDrawMode
</code>
<p>
This will result in a series of triangles connected in a strip, given by (v0, v1, v2), (v2, v1, v3), (v2, v3, v4), ...
so that every subsequent triangle shares two vertices with the previous triangle.
这将使得一系列的三角形(由(v0, v1, v2),(v2, v1, v3),(v2, v3, v4),……给定)一个一个地连在一起,每一个连续的三角形将和前一个三角形共享两个顶点。
</p>

<code>
THREE.TriangleFanDrawMode
</code>
<p>
This will result in a series of triangles each sharing the first vertex (like a fan),
given by (v0, v1, v2), (v0, v2, v3), (v0, v3, v4), ... <br /><br />
这将会使得一个序列中的每一个三角形(由(v0, v1, v2),(v0, v2, v3),(v0, v3, v4),……给定)共享它们的第一个顶点(就像风扇一样)。<br /><br />

<em>Note:</em> As of [link:https://en.wikipedia.org/wiki/DirectX#DirectX_10 DirectX10], this mode is not supported. As Chrome and Firefox
render WebGL using [link:https://en.wikipedia.org/wiki/ANGLE_(software) ANGLE] on Windows,
internally this mode will be converted to a supported mode, which will likely lead to lowered
performance on those browsers.
<em>注意:</em>截至[link:https://en.wikipedia.org/wiki/DirectX#DirectX_10 DirectX10]这个模式还没有被支持。
由于Chorme和Firefox在Windows上是使用[link:https://en.wikipedia.org/wiki/ANGLE_(software) ANGLE]来渲染WebGL的,所以这种模式将会在内部转换为受支持的模式,
但可能会导致这些浏览器在性能上降低一些。
</p>


<h2>Usage</h2>
<h2>用法</h2>

<code>
var geometry = new THREE.Geometry();
Expand All @@ -76,7 +74,7 @@ <h2>Usage</h2>



<h2>Source</h2>
<h2>源代码</h2>

[link:https://github.com/mrdoob/three.js/blob/master/src/constants.js src/constants.js]
</body>
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65 changes: 33 additions & 32 deletions docs/api/zh/constants/Materials.html
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Expand Up @@ -8,40 +8,40 @@
<link type="text/css" rel="stylesheet" href="page.css" />
</head>
<body>
<h1>Material Constants</h1>
<h1>材质常量(Material Constants</h1>

<p class="desc">
These constants define properties common to all material types,
with the exception of Texture Combine Operations which only apply to [page:MeshBasicMaterial.combine MeshBasicMaterial], [page:MeshLambertMaterial.combine MeshLambertMaterial] and [page:MeshPhongMaterial.combine MeshPhongMaterial].<br />
由这些常量定义的属性对所有的材质类型都生效,除了Texture Combine Operations只应用于
[page:MeshBasicMaterial.combine MeshBasicMaterial][page:MeshLambertMaterial.combine MeshLambertMaterial][page:MeshPhongMaterial.combine MeshPhongMaterial]<br />
</p>


<h2>Side</h2>
<h2></h2>
<code>
THREE.FrontSide
THREE.BackSide
THREE.DoubleSide
</code>
<p>
Defines which side of faces will be rendered - front, back or both.
Default is [page:Constant FrontSide].
定义了哪一边的面将会被渲染 —— 正面,或是反面,还是两个面都渲染。
默认值是[page:Constant FrontSide](只渲染正面)。
</p>


<h2>Colors</h2>
<h2>颜色</h2>
<code>
THREE.NoColors
THREE.FaceColors
THREE.VertexColors
</code>
<p>
[page:Constant NoColors] is the default and applies the material's color to all faces.<br />
[page:Constant FaceColors] colors faces according to each [page:Face3 Face3] [page:Color Color] value.<br />
[page:Constant VertexColors] colors faces according to each [page:Face3 Face3] vertexColors value. This is an array of three [page:Color Color]s, one for each vertex in the face.<br />
See the [example:webgl_geometry_colors geometry / colors] example.
[page:Constant NoColors] 是默认值,且会将材质的颜色应用到所有面。<br />
[page:Constant FaceColors] 根据每个[page:Face3 Face3][page:Color Color]值来对面进行着色。<br />
[page:Constant VertexColors] 根据每个 [page:Face3 Face3]的vertexColors(顶点颜色)值来对面进行着色。 这是一个包含有三个[page:Color Color]的数组,数组中每一项都对应着面中的每一个顶点。<br />
请查看示例:[example:webgl_geometry_colors geometry / colors]
</p>

<h2>Blending Mode</h2>
<h2>混合模式</h2>
<code>
THREE.NoBlending
THREE.NormalBlending
Expand All @@ -53,13 +53,13 @@ <h2>Blending Mode</h2>


<p>
These control the source and destination blending equations for the material's RGB and Alpha sent to the WebGLRenderer for use by WebGL.<br />
[page:Constant NormalBlending] is the default.<br />
Note that [page:Constant CustomBlending] must be set to use [page:CustomBlendingEquation Custom Blending Equations].<br />
See the [example:webgl_materials_blending materials / blending] example.<br />
这些值控制着源和目标材质中,被发送到WebGLRenderer,来给WebGL使用的包含有RGB和Alpha数据的混合方程。<br />
默认值是[page:Constant NormalBlending]<br />
请注意,[page:Constant CustomBlending]必须被设置为自定义混合方程([page:CustomBlendingEquation Custom Blending Equations])常量中的值。<br />
请查看示例:[example:webgl_materials_blending materials / blending]<br />
</p>

<h2>Depth Mode</h2>
<h2>深度模式</h2>
<code>
THREE.NeverDepth
THREE.AlwaysDepth
Expand All @@ -70,31 +70,32 @@ <h2>Depth Mode</h2>
THREE.NotEqualDepth
</code>
<p>
Which depth function the material uses to compare incoming pixels Z-depth against the current Z-depth buffer value. If the result of the comparison is true, the pixel will be drawn.<br />
[page:Materials NeverDepth] will never return true.<br />
[page:Materials AlwaysDepth] will always return true.<br />
[page:Materials LessDepth] will return true if the incoming pixel Z-depth is less than the current buffer Z-depth.<br />
[page:Materials LessEqualDepth] is the default and will return true if the incoming pixel Z-depth is less than or equal to the current buffer Z-depth.<br />
[page:Materials GreaterEqualDepth] will return true if the incoming pixel Z-depth is greater than or equal to the current buffer Z-depth.<br />
[page:Materials GreaterDepth] will return true if the incoming pixel Z-depth is greater than the current buffer Z-depth.<br />
[page:Materials NotEqualDepth] will return true if the incoming pixel Z-depth is not equal to the current buffer Z-depth.<br />
材质使用这些深度函数来比较输入像素和缓冲器中Z-depth的值。
如果比较的结果为true,则将绘制像素。<br />
[page:Materials NeverDepth] 永远不返回true。<br />
[page:Materials AlwaysDepth] 总是返回true。<br />
[page:Materials LessDepth] 当输入像素Z-depth小于当前缓冲器Z-depth时,返回true。<br />
[page:Materials LessEqualDepth] 为默认值,当输入像素Z-depth小于或等于当前缓冲器Z-depth时,返回true。<br />
[page:Materials GreaterEqualDepth] 当输入像素Z-depth大于或等于当前缓冲器Z-depth时,返回true。 <br />
[page:Materials GreaterDepth] 当输入像素Z-depth大于当前缓冲器Z-depth时,返回true。<br />
[page:Materials NotEqualDepth] 当输入像素Z-depth不等于当前缓冲器Z-depth时,返回true。<br />
</p>

<h2>Texture Combine Operations</h2>
<h2>纹理结合操作</h2>
<code>
THREE.MultiplyOperation
THREE.MixOperation
THREE.AddOperation
</code>
<p>
These define how the result of the surface's color is combined with the environment map (if present), for [page:MeshBasicMaterial.combine MeshBasicMaterial], [page:MeshLambertMaterial.combine MeshLambertMaterial] and [page:MeshPhongMaterial.combine MeshPhongMaterial]. <br />
[page:Constant MultiplyOperation] is the default and multiplies the environment map color with the surface color.<br />
[page:Constant MixOperation] uses reflectivity to blend between the two colors.<br />
[page:Constant AddOperation] adds the two colors.
</p>
这些常量定义了物体表面颜色与环境贴图(如果存在的话)相结合的结果,
用在[page:MeshBasicMaterial.combine MeshBasicMaterial]、[page:MeshLambertMaterial.combine MeshLambertMaterial]和[page:MeshPhongMaterial.combine MeshPhongMaterial]当中。<br />
[page:Constant MultiplyOperation] 是默认值,它将环境贴图和物体表面颜色进行相乘。<br />
[page:Constant MixOperation] 使用反射率来混和两种颜色。uses reflectivity to blend between the two colors.<br />
[page:Constant AddOperation] 用于对两种颜色进行相加。</p>


<h2>Source</h2>
<h2>源代码</h2>

[link:https://github.com/mrdoob/three.js/blob/master/src/constants.js src/constants.js]
</body>
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