提交 75d26d61 编写于 作者: G gogoend

Some fixes.

上级 eb44f5a9
......@@ -14,7 +14,7 @@
<p class="desc">
使用[link:https://en.wikipedia.org/wiki/Centripetal_Catmull-Rom_spline Catmull-Rom]算法,
从一系列的点创建一条滑的三维样条曲线。</p>
从一系列的点创建一条滑的三维样条曲线。</p>
<h2>示例</h2>
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......@@ -13,7 +13,7 @@
<h1>二维三次贝塞尔曲线([name])</h1>
<p class="desc">
创建一条滑的二维
创建一条滑的二维
<a href="http://en.wikipedia.org/wiki/B%C3%A9zier_curve#mediaviewer/File:Bezier_curve.svg" target="_blank">三次贝塞尔曲线</a>
由起点、终点和两个控制点所定义。
</p>
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......@@ -13,7 +13,7 @@
<h1>三维三次贝塞尔曲线([name])</h1>
<p class="desc">
创建一条滑的三维
创建一条滑的三维
<a href="http://en.wikipedia.org/wiki/B%C3%A9zier_curve#mediaviewer/File:Bezier_curve.svg" target="_blank">三次贝塞尔曲线</a>
由起点、终点和两个控制点所定义。
</p>
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......@@ -13,7 +13,7 @@
<h1>二维二次贝塞尔曲线([name])</h1>
<p class="desc">
创建一条滑的二维
创建一条滑的二维
<a href="http://en.wikipedia.org/wiki/B%C3%A9zier_curve#mediaviewer/File:B%C3%A9zier_2_big.gif" target="_blank">二次贝塞尔曲线</a>
由起点、终点和一个控制点所定义。
</p>
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......@@ -13,7 +13,7 @@
<h1>三维二次贝塞尔曲线([name])</h1>
<p class="desc">
创建一条滑的三维
创建一条滑的三维
<a href="http://en.wikipedia.org/wiki/B%C3%A9zier_curve#mediaviewer/File:B%C3%A9zier_2_big.gif" target="_blank">二次贝塞尔曲线</a>
由起点、终点和一个控制点所定义。
</p>
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......@@ -10,7 +10,7 @@
<body>
[page:BufferGeometry] &rarr;
<h1>圆形缓冲几何体[name]</h1>
<h1>圆形缓冲几何体([name])</h1>
<p class="desc">这是[page:CircleGeometry]中的[page:BufferGeometry]接口。</p>
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......@@ -10,7 +10,7 @@
<body>
[page:BufferGeometry] &rarr;
<h1>[name]</h1>
<h1>车削缓冲几何体([name])</h1>
<p class="desc">这是[page:LatheGeometry]中的[page:BufferGeometry]接口。</p>
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......@@ -10,7 +10,7 @@
<body>
[page:BufferGeometry] &rarr;
<h1>[name]</h1>
<h1>平面缓冲几何体([name])</h1>
<p class="desc">这是[page:PlaneGeometry]中的[page:BufferGeometry]接口。</p>
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......@@ -10,7 +10,7 @@
<body>
[page:Geometry] &rarr;
<h1>球几何体[name]</h1>
<h1>球几何体([name])</h1>
<p class="desc">一个用于生成球体的类。</p>
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......@@ -10,7 +10,7 @@
<body>
[page:Geometry] &rarr;
<h1>圆环几何体[name]</h1>
<h1>圆环几何体([name])</h1>
<p class="desc">一个用于生成圆环几何体的类。</p>
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......@@ -10,7 +10,7 @@
<body>
[page:BufferGeometry] &rarr;
<h1>[name]</h1>
<h1>圆环缓冲几何体([name])</h1>
<p class="desc">This is the [page:BufferGeometry] port of [page:TorusKnotGeometry].</p>
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......@@ -8,7 +8,7 @@
<link type="text/css" rel="stylesheet" href="page.css" />
</head>
<body>
<h1>四维矩阵([name]</h1>
<h1>四维矩阵([name]</h1>
<p class="desc">
表示为一个 4x4 [link:https://en.wikipedia.org/wiki/Matrix_(mathematics) matrix].<br /><br />
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......@@ -67,8 +67,8 @@
<h3>[method:Vector3 closestPointToPoint]( [param:Vector3 point], [param:Vector3 target] )</h3>
<p>
[page:Vector3 point] - the point to get the closest approach to. <br />
[page:Vector3 target] — the result will be copied into this Vector3.<br /><br />
[page:Vector3 point] - 获得距离射线上的点最接近的点。<br />
[page:Vector3 target] — 结果将复制到这一Vector3中。<br /><br />
沿着[page:Ray],获得与所传入[page:Vector3]最接近的点。
</p>
......@@ -107,8 +107,7 @@
<p>
[page:Vector3 point] - [page:Vector3] 将被用于计算到其距离的[page:Vector3]。<br /><br />
获得射线到所传入[page:Vector3 point]之间最接近的距离。
Get the distance of the closest approach between the [page:Ray] and the [page:Vector3 point].
获得[page:Ray](射线)到所传入[page:Vector3 point]之间最接近的距离。
</p>
......@@ -182,9 +181,9 @@
<h3>[method:Ray recast]( [param:Float t] )</h3>
<p>
[page:Float t] - The distance along the [page:Ray] to interpolate.<br /><br />
[page:Float t] - 沿着[page:Ray]进行插值的距离。<br /><br />
Shift the origin of this [page:Ray] along its direction by the distance given.
将[page:Ray](射线)的原点沿着其方向移动给定的距离。
</p>
<h3>[method:Ray set]( [param:Vector3 origin], [param:Vector3 direction] )</h3>
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......@@ -117,11 +117,10 @@
<h3>[method:Sphere setFromPoints]( [param:Array points], [param:Vector3 optionalCenter] )</h3>
<p>
[page:Array points] - 一个包含有[page:Vector3]位置的[page:Array]。<br />
[page:Vector3 optionalCenter] - 可选, [page:Vector3] position for the sphere's center.<br /><br />
[page:Vector3 optionalCenter] - 可选, [page:Vector3] 球心位置。<br /><br />
Computes the minimum bounding sphere for an array of [page:Array points]. If [page:Vector3 optionalCenter]is given,
it is used as the sphere's center. Otherwise, the center of the axis-aligned bounding box encompassing
[page:Array points] is calculated.
计算一个[page:Array points]数组(中的点)的最小边界球。如果给定了[page:Vector3 optionalCenter],则它将被用作该球的球心;
否则,环绕[page:Array points]的包围盒的轴心将通过计算来得到。
</p>
<h3>[method:Sphere translate]( [param:Vector3 offset] )</h3>
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