提交 dc928be6 编写于 作者: G gogoend

Translate some files in extras and math floder.

上级 8cba3abb
......@@ -8,53 +8,55 @@
<link type="text/css" rel="stylesheet" href="page.css" />
</head>
<body>
<h1>[name]</h1>
<h1>字体([name])</h1>
<p class="desc">
Create a set of [page:Shape Shapes] representing a font loaded in JSON format.<br /><br />
以JSON格式,创建一系列的[page:Shape Shape](形状)来表示一个字体。
<br /><br />
This is used internally by the [page:FontLoader].
该类在内部由[page:FontLoader]所使用。
</p>
<h2>Examples</h2>
<h2>示例</h2>
<p>
[example:webgl_geometry_text_shapes geometry / text / shapes ]<br/>
[example:webgl_shaders_vector vector / text ]<br/>
</p>
<h2>Constructor</h2>
<h2>构造函数</h2>
<h3>[name]( data )</h3>
<p>
data -- JSON data representing the font.<br /><br />
data -- 表示字体的JSON数据。<br /><br />
This constructor creates a new [name], which is an array of [page:Shape Shapes].
这一构造函数创建一个新的[name],它是一个[page:Shape Shapes]数组。
</p>
<h2>Properties</h2>
<h2>属性</h2>
<h3>[property:array data]</h3>
<p>The JSON data passed in the constructor.</p>
<p>传入到构造函数的JSON数据。</p>
<h3>[property:Boolean isFont]</h3>
<p>
Used to check whether this or derived classes are fonts. Default is *true*.<br /><br />
用于检查该类或者其派生类是否为字体。默认值为*true*。
<br /><br />
You should not change this, as it used internally by the renderer for optimisation.
你不应当对这一属性进行改变,它在内部由渲染器所使用,以用于优化。
</p>
<h2>Methods</h2>
<h2>方法</h2>
<h3>[method:null generateShapes]( [param:String text], [param:Float size] )</h3>
<p>
[page:String text] -- string of text.<br />
[page:Float size] -- (optional) scale for the [page:Shape Shapes]. Default is *100*.<br />
[page:String text] -- 文本字符串。<br />
[page:Float size] -- (可选)[page:Shape Shapes]的缩放,默认值为*100*。<br />
Creates an array of [page:Shape Shapes] representing the text in the font.
创建一个[page:Shape Shapes]数组,表示使用字体的文本。
</p>
<h2>Source</h2>
<h2>源代码</h2>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</body>
......
......@@ -10,11 +10,11 @@
<body>
[page:Path] &rarr;
<h1>[name]</h1>
<h1>形状([name])</h1>
<p class="desc">
Defines an arbitrary 2d shape plane using paths with optional holes. It can be used with [page:ExtrudeGeometry],
[page:ShapeGeometry], to get points, or to get triangulated faces.
使用路径以及可选的孔洞来定义一个二维形状平面。
它可以和[page:ExtrudeGeometry]、[page:ShapeGeometry]一起使用,获取点,或者获取三角面。
</p>
<code>
......@@ -35,7 +35,7 @@
var mesh = new THREE.Mesh( geometry, new THREE.MeshPhongMaterial() );
</code>
<h2>Examples</h2>
<h2>示例</h2>
<p>
[example:webgl_geometry_shapes geometry / shapes ]<br/>
......@@ -44,57 +44,56 @@
</p>
<h2>Constructor</h2>
<h2>构造函数</h2>
<h3>[name]( [param:Array points] )</h3>
<p>
points -- (optional) array of [page:Vector2 Vector2s].<br /><br />
points -- (optional) 一个[page:Vector2 Vector2]数组。<br /><br />
Creates a Shape from the points. The first point defines the offset, then successive points
are added to the [page:CurvePath.curves curves] array as [page:LineCurve LineCurves].<br /><br />
从点来创建一个Shape。第一个点定义了偏移量,
接下来的点被作为[page:LineCurve LineCurves]加入到[page:CurvePath.curves curves]中。<br /><br />
If no points are specified, an empty shape is created and the [page:.currentPoint] is set to
the origin.
如果没有点被指定,一个空的形状将会被创建,且[page:.currentPoint]将会被设为原点。
</p>
<h2>Properties</h2>
<p>See the base [page:Path] class for common properties.</p>
<h2>属性</h2>
<p>请参阅其基类[page:Path]来了解共有属性。</p>
<h3>[property:String uuid]</h3>
<p>
[link:http://en.wikipedia.org/wiki/Universally_unique_identifier UUID] of this instance. This gets automatically assigned, so this shouldn't be edited.
该类所创建的实例的[link:http://en.wikipedia.org/wiki/Universally_unique_identifier UUID]。它是自动被指定的,因此它不应当被编辑、更改。
</p>
<h3>[property:array holes]</h3>
<p>An array of [page:Path paths] that define the holes in the shape.</p>
<p>一个[page:Path paths]数组,定义了形状上的孔洞。</p>
<h2>Methods</h2>
<p>See the base [page:Path] class for common methods.</p>
<h2>方法</h2>
<p>请参阅其基类[page:Path]来了解共有方法。</p>
<h3>[method:Array extractPoints]( [param:Integer divisions] )</h3>
<p>
divisions -- The fineness of the result.<br /><br />
divisions -- 结果的精细程度(细分数)。<br /><br />
Call [page:Curve.getPoints getPoints] on the shape and the [page:.holes] array, and return an object of the form:
在形状以及[page:.holes](孔洞)数组上调用[page:Curve.getPoints getPoints],并返回一个来自于:
<code>
{
shape
holes
}
</code>
where shape and holes are arrays of [page:Vector2 Vector2s].
的对象,其中的形状和孔洞是[page:Vector2 Vector2]数组。
</p>
<h3>[method:Array getPointsHoles]( [param:Integer divisions] )</h3>
<p>
divisions -- The fineness of the result.<br /><br />
divisions -- 结果的精细程度(细分数)。<br /><br />
Get an array of [page:Vector2 Vector2s] that represent the holes in the shape.
获取一个表示形状上的孔洞的[page:Vector2 Vector2s]数组。
</p>
<h2>Source</h2>
<h2>源代码</h2>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</body>
......
......@@ -10,81 +10,80 @@
<body>
[page:CurvePath] &rarr;
<h1>[name]</h1>
<h1>形状路径([name])</h1>
<p class="desc">
This class is used to convert a series of shapes to an array of [page:Path]s, for example an SVG shape to a
path (see the example below). It is used internally by [page:Font] to convert a font in JSON format to a
series of paths.
该类用于转换一系列的形状为一个[page:Path]数组,例如转换SVG中的Path为three.js中的Path(请参阅下方的example)。
在内部它由[page:Font]所使用,用于将JSON字体转换为一系列路径。
</p>
<h2>Example</h2>
<h2>示例</h2>
[example:webgl_geometry_extrude_shapes2 geometry / extrude / shapes2]
<h2>Constructor</h2>
<h2>构造函数</h2>
<h3>[name]( )</h3>
<p>
Creates a new ShapePath. Unlike a [page:Path], no points are passed in as the ShapePath is designed to
be generated after creation.
创建一个新的ShapePath。和[page:Path]不同,因为ShapePath被设计为在创建之后生成,所以没有点被传入到构造函数中。
</p>
<h2>Properties</h2>
<h2>P属性</h2>
<h3>[property:array subPaths]</h3>
<p>
Array of [page:Path]s.
[page:Path]数组。
</p>
<h3>[property:array currentPath]</h3>
<p>
The current [page:Path] that is being generated.
当前将要被生成的路径。
</p>
<h2>Methods</h2>
<h2>方法</h2>
<h3>[method:null 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].
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>
<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>
<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>
<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>
<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>
<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>
<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>
<p>points - An array of [page:Vector2]s</p>
<p>Connects a new [page:SplineCurve] onto the [page:ShapePath.currentPath currentPath].</p>
<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>
<h3>[method:Array toShapes]( [param:Boolean isCCW], [param:Boolean noHoles] )</h3>
<p>
isCCW -- Changes how solids and holes are generated<br/>
noHoles -- Whether or not to generate holes
isCCW -- 更改实体形状和孔洞的生成方式。<br/>
noHoles -- 是否创建孔洞。
</p>
<p>
Converts the [page:ShapePath.subPaths subPaths] array into an array of Shapes. By default solid shapes are defined clockwise (CW) and holes are defined counterclockwise (CCW). If isCCW is set to true,
then those are flipped. If the parameter noHoles is set to true then all paths are set as solid shapes and isCCW is ignored.
将[page:ShapePath.subPaths subPaths]数组转换为到Shapes数组。默认情况下,实体形状按照顺时针(CW)来定义,孔洞按照逆时针(CCW)来定义。
如果isCCW被设置为true,则孔洞和实体形状的定义将被反转。如果noHoles参数设置为true,则所有路径将被设置为实体形状,isCCW将被忽略。
<br/>
</p>
<h2>Source</h2>
<h2>源代码</h2>
[link:https://github.com/mrdoob/three.js/blob/master/src/extras/core/Path.js src/extras/core/Path.js]
</body>
......
......@@ -10,22 +10,22 @@
<body>
[page:EllipseCurve] &rarr;
<h1>[name]</h1>
<h1>弧线([name])</h1>
<p class="desc">Alias for [page:EllipseCurve]</p>
<p class="desc">[page:EllipseCurve]的别名</p>
<h2>Properties</h2>
<p>See the [page:EllipseCurve] class for common properties.</p>
<h2>属性</h2>
<p>请参阅[page:EllipseCurve]来了解共有属性。</p>
<h3>[property:Boolean isArcCurve]</h3>
<p>
Used to check whether this or derived classes are ArcCurves. Default is *true*.<br /><br />
用于检查该类或者其派生类是否为ArcCurves(弧线)。默认值为*true*。<br /><br />
You should not change this, as it used internally for optimisation.
你不应当对这一属性进行改变,它在内部使用,以用于优化。
</p>
<h2>Source</h2>
<h2>源代码</h2>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</body>
......
......@@ -12,10 +12,11 @@
<h1>[name]</h1>
<p class="desc">Create a smooth 3d spline curve from a series of points using the
[link:https://en.wikipedia.org/wiki/Centripetal_Catmull-Rom_spline Catmull-Rom] algorithm.</p>
<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光滑的三维样条曲线。</p>
<h2>Example</h2>
<h2>示例</h2>
<code>
//Create a closed wavey loop
......@@ -39,42 +40,42 @@ var curveObject = new THREE.Line( geometry, material );
<h3>[example:webgl_geometry_extrude_splines geometry / extrude / splines]</h3>
<h2>Constructor</h2>
<h2>构造函数</h2>
<h3>[name]( [param:Array points], [param:Boolean closed], [param:String curveType], [param:Float tension] )</h3>
<p>
points – An array of [page:Vector3] points<br/>
closed – Whether the curve is closed. Default is *false*.<br/>
curveType – Type of the curve. Default is *centripetal*.<br/>
tension – Tension of the curve. Default is *0.5*.
points – [page:Vector3]点数组<br/>
closed – 该曲线是否闭合,默认值为false。<br/>
curveType – 曲线的类型,默认值为*centripetal*。<br/>
tension – 曲线的张力,默认为*0.5*。
</p>
<h2>Properties</h2>
<p>See the base [page:Curve] class for common properties.</p>
<h2>属性</h2>
<p>请参阅其基类[page:Curve]来了解共有属性。</p>
<h3>[property:Boolean isCatmullRomCurve3]</h3>
<p>
Used to check whether this or derived classes are CatmullRomCurve3s. Default is *true*.<br /><br />
用于检查该类或者其派生类是否为CatmullRomCurve3。默认值为*true*。<br /><br />
You should not change this, as it used internally for optimisation.
你不应当对这一属性进行改变,它在内部使用,以用于优化。
</p>
<h3>[property:Array points]</h3>
<p>The array of [page:Vector3] points that define the curve. It needs at least two entries.</p>
<p>定义了这一曲线的[page:Vector3]点数组,数组中至少需要两个点。</p>
<h3>[property:Boolean closed]</h3>
<p>The curve will loop back onto itself when this is true.</p>
<p>当该值为true时,曲线将会闭合(环回自身)。</p>
<h3>[property:String curveType]</h3>
<p>Possible values are *centripetal*, *chordal* and *catmullrom*.</p>
<p>可能的值为*centripetal*、*chordal*和*catmullrom*。</p>
<h3>[property:float tension]</h3>
<p>When [page:.type] is *catmullrom*, defines catmullrom's tension.</p>
<p>当[page:.type]为*catmullrom*时,定义catmullrom的张力。</p>
<h2>Methods</h2>
<p>See the base [page:Curve] class for common methods.</p>
<h2>方法</h2>
<p>请参阅其基类[page:Curve]来了解共有方法。</p>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</body>
......
......@@ -10,15 +10,15 @@
<body>
[page:Curve] &rarr;
<h1>[name]</h1>
<h1>二维三次贝塞尔曲线([name])</h1>
<p class="desc">
Create a smooth 2d
<a href="http://en.wikipedia.org/wiki/B%C3%A9zier_curve#mediaviewer/File:Bezier_curve.svg" target="_blank">cubic bezier curve</a>,
defined by a start point, endpoint and two control points.
创建一条光滑的二维
<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>
<h2>Example</h2>
<h2>示例</h2>
<code>
var curve = new THREE.CubicBezierCurve(
......@@ -37,44 +37,45 @@ var material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
var curveObject = new THREE.Line( geometry, material );
</code>
<h2>Constructor</h2>
<h2>构造函数</h2>
<h3>[name] ( [param:Vector2 v0], [param:Vector2 v1], [param:Vector2 v2], [param:Vector2 v3] )</h3>
<p>
[page:Vector2 v0] – The starting point.<br/>
[page:Vector2 v1] – The first control point.<br/>
[page:Vector2 v2] – The second control point.<br/>
[page:Vector2 v3] – The ending point.
[page:Vector2 v0] – 起点<br/>
[page:Vector2 v1] – 第一个控制点<br/>
[page:Vector2 v2] – 第二个控制点<br/>
[page:Vector2 v3] – 终点
</p>
<h2>Properties</h2>
<p>See the base [page:Curve] class for common properties.</p>
<h2>属性</h2>
<p>请参阅其基类[page:Curve]来了解共有属性。</p>
<h3>[property:Boolean isCubicBezierCurve]</h3>
<p>
Used to check whether this or derived classes are CubicBezierCurves. Default is *true*.<br /><br />
用于检查该类或者其派生类是否为CubicBezierCurves。默认值为*true*。<br /><br />
You should not change this, as it used internally for optimisation.
你不应当对这一属性进行改变,它在内部使用,以用于优化。
</p>
<h3>[property:Vector2 v0]</h3>
<p>The starting point.</p>
<p>起点</p>
<h3>[property:Vector2 v1]</h3>
<p>The first control point.</p>
<p>第一个控制点</p>
<h3>[property:Vector2 v2]</h3>
<p>The second control point.</p>
<p>第二个控制点</p>
<h3>[property:Vector2 v3]</h3>
<p>The ending point.</p>
<p>终点</p>
<h2>Methods</h2>
<p>See the base [page:Curve] class for common Methods.</p>
<h2>方法</h2>
<p>请参阅其基类[page:Curve]来了解共有方法。</p>
<h2>Source</h2>
<h2>源代码</h2>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</body>
......
......@@ -10,15 +10,15 @@
<body>
[page:Curve] &rarr;
<h1>[name]</h1>
<h1>三维三次贝塞尔曲线[name]</h1>
<p class="desc">
Create a smooth 3d
<a href="http://en.wikipedia.org/wiki/B%C3%A9zier_curve#mediaviewer/File:Bezier_curve.svg" target="_blank">cubic bezier curve</a>,
defined by a start point, endpoint and two control points.
创建一条光滑的三维
<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>
<h2>Example</h2>
<h2>示例</h2>
<code>
var curve = new THREE.CubicBezierCurve3(
......@@ -38,44 +38,44 @@ var curveObject = new THREE.Line( geometry, material );
</code>
<h2>Constructor</h2>
<h2>构造函数</h2>
<h3>[name]( [param:Vector3 v0], [param:Vector3 v1], [param:Vector3 v2], [param:Vector3 v3] )</h3>
<p>
[page:Vector3 v0] – The starting point.<br/>
[page:Vector3 v1] – The first control point.<br/>
[page:Vector3 v2] – The second control point.<br/>
[page:Vector3 v3] – The ending point.
[page:Vector3 v0] – 起点<br/>
[page:Vector3 v1] – 第一个控制点<br/>
[page:Vector3 v2] – 第二个控制点<br/>
[page:Vector3 v3] – 终点
</p>
<h2>Properties</h2>
<p>See the base [page:Curve] class for common properties.</p>
<h2>属性</h2>
<p>请参阅其基类[page:Curve]来了解共有属性。</p>
<h3>[property:Boolean isCubicBezierCurve3]</h3>
<p>
Used to check whether this or derived classes are CubicBezierCurve3s. Default is *true*.<br /><br />
用于检查该类或者其派生类是否为CubicBezierCurves3。默认值为*true*。<br /><br />
You should not change this, as it used internally for optimisation.
你不应当对这一属性进行改变,它在内部使用,以用于优化。
</p>
<h3>[property:Vector2 v0]</h3>
<p>The starting point.</p>
<h3>[property:Vector3 v0]</h3>
<p>起点</p>
<h3>[property:Vector2 v1]</h3>
<p>The first control point.</p>
<h3>[property:Vector3 v1]</h3>
<p>第一个控制点</p>
<h3>[property:Vector2 v2]</h3>
<p>The second control point.</p>
<h3>[property:Vector3 v2]</h3>
<p>第二个控制点</p>
<h3>[property:Vector2 v3]</h3>
<p>The ending point.</p>
<h3>[property:Vector3 v3]</h3>
<p>终点</p>
<h2>Methods</h2>
<p>See the base [page:Curve] class for common Methods.</p>
<h2>方法</h2>
<p>请参阅其基类[page:Curve]来了解共有方法。</p>
<h2>Source</h2>
<h2>源代码</h2>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</body>
......
......@@ -10,15 +10,15 @@
<body>
[page:Curve] &rarr;
<h1>[name]</h1>
<h1>三维二次贝塞尔曲线[name]</h1>
<p class="desc">
Create a smooth 3d
<a href="http://en.wikipedia.org/wiki/B%C3%A9zier_curve#mediaviewer/File:B%C3%A9zier_2_big.gif" target="_blank">quadratic bezier curve</a>,
defined by a startpoint, endpoint and a single control point.
创建一条光滑的三维
<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>
<h2>Example</h2>
<h2>示例</h2>
<code>
var curve = new THREE.QuadraticBezierCurve3(
......@@ -36,41 +36,41 @@ var material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
var curveObject = new THREE.Line( geometry, material );
</code>
<h2>Constructor</h2>
<h2>构造函数</h2>
<h3>[name]( [param:Vector3 v0], [param:Vector3 v1], [param:Vector3 v2] )</h3>
<p>
[page:Vector3 v0] – The starting point<br/>
[page:Vector3 v1] – The middle control point<br/>
[page:Vector3 v2] – The ending point<br/>
[page:Vector3 v0] – 起点<br/>
[page:Vector3 v1] – 中间的控制点<br/>
[page:Vector3 v2] – 终点<br/>
</p>
<h2>Properties</h2>
<p>See the base [page:Curve] class for common properties.</p>
<h2>属性</h2>
<p>请参阅其基类[page:Curve]来了解共有属性。</p>
<h3>[property:Boolean isQuadraticBezierCurve3]</h3>
<p>
Used to check whether this or derived classes are QuadraticBezierCurve3s. Default is *true*.<br /><br />
用于检查该类或者其派生类是否为QuadraticBezierCurve3。默认值为*true*。<br /><br />
You should not change this, as it used internally for optimisation.
你不应当对这一属性进行改变,它在内部使用,以用于优化。
</p>
<h3>[property:Vector3 v0]</h3>
<p>The startpoint.</p>
<p>起点</p>
<h3>[property:Vector3 v1]</h3>
<p>The control point.</p>
<p>控制点</p>
<h3>[property:Vector3 v2]</h3>
<p>The endpoint.</p>
<p>终点</p>
<h2>Methods</h2>
<p>See the base [page:Curve] class for common methods.</p>
<h2>方法</h2>
<p>请参阅其基类[page:Curve]来了解共有方法。</p>
<h2>Source</h2>
<h2>源代码</h2>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</body>
......
......@@ -10,14 +10,13 @@
<body>
[page:Curve] &rarr;
<h1>[name]</h1>
<h1>样条曲线([name])</h1>
<p class="desc">
Create a smooth 2d spline curve from a series of points. Internally this uses
[page:Interpolations.CatmullRom] to create the curve.
从一系列的点中,创建一个平滑的二维样条曲线。内部使用[page:Interpolations.CatmullRom]来创建曲线。
</p>
<h2>Example</h2>
<h2>示例</h2>
<code>
// Create a sine-like wave
......@@ -38,34 +37,34 @@ var material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
var splineObject = new THREE.Line( geometry, material );
</code>
<h2>Constructor</h2>
<h2>构造函数</h2>
<h3>[name]( [param:Array points] )</h3>
<p>points – An array of [page:Vector2] points that define the curve.</p>
<p>points – 定义曲线的[page:Vector2]点的数组。</p>
<h2>Properties</h2>
<p>See the base [page:Curve] class for common properties.</p>
<h2>属性</h2>
<p>请参阅其基类[page:Curve]来了解共有属性。</p>
<h3>[property:Boolean isSplineCurve]</h3>
<p>
Used to check whether this or derived classes are SplineCurves. Default is *true*.<br /><br />
用于检查该类或者其派生类是否为样条曲线。默认值为*true*。<br /><br />
You should not change this, as it used internally for optimisation.
你不应当对这一属性进行改变,它在内部使用,以用于优化。
</p>
<h3>[property:Array points]</h3>
<p>The array of [page:Vector2] points that define the curve.</p>
<p>定义这一曲线的[page:Vector2]点的数组。</p>
<h2>Methods</h2>
<p>See the base [page:Curve] class for common methods.</p>
<h2>方法</h2>
<p>请参阅其基类[page:Curve]来了解共有方法。</p>
<h2>Source</h2>
<h2>源代码</h2>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</body>
......
......@@ -10,9 +10,9 @@
<body>
[page:BufferGeometry] &rarr;
<h1>[name]</h1>
<h1>参数化缓冲几何体([name])</h1>
<p class="desc">Generate geometry representing a parametric surface.</p>
<p class="desc">生成由参数表示其表面的几何体。</p>
<iframe id="scene" src="scenes/geometry-browser.html#ParametricBufferGeometry"></iframe>
......@@ -32,7 +32,7 @@
</script>
<h2>Example</h2>
<h2>示例</h2>
<code>
var geometry = new THREE.ParametricBufferGeometry( THREE.ParametricGeometries.klein, 25, 25 );
......@@ -42,7 +42,7 @@
</code>
<h2>Constructor</h2>
<h2>构造函数</h2>
<h3>[name]([param:Function func], [param:Integer slices], [param:Integer stacks])</h3>
......@@ -52,15 +52,15 @@
stacks — The count of stacks to use for the parametric function
</p>
<h2>Properties</h2>
<h2>属性</h2>
<h3>[property:Object parameters]</h3>
<p>
An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
一个包含着构造函数中每个参数的对象。在对象实例化之后,对该属性的任何修改都不会改变这个几何体。
</p>
<h2>Source</h2>
<h2>方法</h2>
[link:https://github.com/mrdoob/three.js/blob/master/src/geometries/ParametricGeometry.js src/geometries/ParametricGeometry.js]
</body>
......
......@@ -10,9 +10,9 @@
<body>
[page:Geometry] &rarr;
<h1>[name]</h1>
<h1>参数化几何体([name])</h1>
<p class="desc">Generate geometry representing a parametric surface.</p>
<p class="desc">生成由参数表示其表面的几何体。</p>
<iframe id="scene" src="scenes/geometry-browser.html#ParametricGeometry"></iframe>
......@@ -32,7 +32,7 @@
</script>
<h2>Example</h2>
<h2>示例</h2>
<code>
var geometry = new THREE.ParametricGeometry( THREE.ParametricGeometries.klein, 25, 25 );
......@@ -42,7 +42,7 @@
</code>
<h2>Constructor</h2>
<h2>构造函数</h2>
<h3>[name]([param:Function func], [param:Integer slices], [param:Integer stacks])</h3>
......@@ -53,15 +53,15 @@
</p>
<h2>Properties</h2>
<h2>属性</h2>
<h3>[property:Object parameters]</h3>
<p>
An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
一个包含着构造函数中每个参数的对象。在对象实例化之后,对该属性的任何修改都不会改变这个几何体。
</p>
<h2>Source</h2>
<h2>源代码</h2>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</body>
......
......@@ -23,7 +23,7 @@
<h3>[name]( [param:Vector3 origin], [param:Vector3 direction] )</h3>
<p>
[page:Vector3 origin] - (可选)[page:Ray](射线)的原点,默认值是一个位于(0, 0, 0)的[page:Vector3]。<br />
[page:Vector3 direction] - [page:Vector3] [page:Ray](射线)的方向。该向量必须被标准化(使用[page:Vector3.normalize]函数),这样才能使方法正常运行。
[page:Vector3 direction] - [page:Vector3] [page:Ray](射线)的方向。该向量必须经过标准化(使用[page:Vector3.normalize]),这样才能使方法正常运行。
默认值是一个位于(0, 0, 0)的[page:Vector3]。<br /><br />
创建一个新的[name]。
......@@ -36,7 +36,7 @@
<h3>[property:Vector3 direction]</h3>
<p>
[page:Ray](射线)的方向。该向量必须被标准化(使用[page:Vector3.normalize]函数),这样才能使方法正常运行。
[page:Ray](射线)的方向。该向量必须经过标准化(使用[page:Vector3.normalize]),这样才能使方法正常运行。
默认值是一个位于(0, 0, 0)的[page:Vector3]。
</p>
......@@ -87,27 +87,27 @@
<h3>[method:Float distanceSqToSegment]( [param:Vector3 v0], [param:Vector3 v1], [param:Vector3 optionalPointOnRay], [param:Vector3 optionalPointOnSegment] )</h3>
<p>
[page:Vector3 v0] - the start of the line segment.<br />
[page:Vector3 v1] - the end of the line segment.<br />
optionalPointOnRay - (optional) if this is provided, it receives the point on this
[page:Ray] that is closest to the segment.<br />
optionalPointOnSegment - (optional) if this is provided, it receives the point
on the line segment that is closest to this [page:Ray].<br /><br />
[page:Vector3 v0] - 线段的起点。<br />
[page:Vector3 v1] - 线段的终点。<br />
optionalPointOnRay - (可选)若这个值被给定,它将接收在[page:Ray](射线)上距离线段最近的点。
<br />
optionalPointOnSegment - (可选)若这个值被给定,它将接收在线段上距离[page:Ray](射线)最近的点。<br /><br />
Get the squared distance between this [page:Ray] and a line segment.
获取[page:Ray](射线)与线段之间的平方距离。
</p>
<h3>[method:Float distanceToPlane]( [param:Plane plane] )</h3>
<p>
[page:Plane plane] - the [page:Plane] to get the distance to.<br /><br />
[page:Plane plane] - 将要获取射线原点到该平面的距离的平面。<br /><br />
Get the distance from [page:.origin origin] to the [page:Plane], or *null* if the [page:Ray] doesn't intersect the [page:Plane].
获取射线原点([page:.origin origin])到平面([page:Plane])之间的距离。若射线([page:Ray])不与平面([page:Plane])相交,则将返回*null*。
</p>
<h3>[method:Float distanceToPoint]( [param:Vector3 point] )</h3>
<p>
[page:Vector3 point] - [page:Vector3] The [page:Vector3] to compute a distance to.<br /><br />
[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].
</p>
......@@ -121,61 +121,56 @@
<h3>[method:Vector3 intersectBox]( [param:Box3 box], [param:Vector3 target] )</h3>
<p>
[page:Box3 box] - the [page:Box3] to intersect with.<br />
[page:Vector3 target] — the result will be copied into this Vector3.<br /><br />
[page:Box3 box] - 将会与之相交的[page:Box3]。<br />
[page:Vector3 target] — 结果将会被复制到这一Vector3中。<br /><br />
相交
Intersect this [page:Ray] with a [page:Box3], returning the intersection point or
*null* if there is no intersection.
将[page:Ray](射线)与一个[page:Box3]相交,并返回交点,倘若没有交点将返回*null*。
</p>
<h3>[method:Vector3 intersectPlane]( [param:Plane plane], [param:Vector3 target] )</h3>
<p>
[page:Plane plane] - the [page:Plane] to intersect with.<br />
[page:Vector3 target] — the result will be copied into this Vector3.<br /><br />
[page:Plane plane] - 将会与之相交的[page:Plane]。<br />
[page:Vector3 target] — 结果将会被复制到这一Vector3中。<br /><br />
Intersect this [page:Ray] with a [page:Plane], returning the intersection point or
*null* if there is no intersection.
将[page:Ray](射线)与一个[page:Plane]相交,并返回交点,倘若没有交点将返回*null*。
</p>
<h3>[method:Vector3 intersectSphere]( [param:Sphere sphere], [param:Vector3 target] )</h3>
<p>
[page:Sphere sphere] - the [page:Sphere] to intersect with.<br />
[page:Vector3 target] — the result will be copied into this Vector3.<br /><br />
[page:Sphere sphere] - 将会与之相交的[page:Sphere]。<br />
[page:Vector3 target] — 结果将会被复制到这一Vector3中。<br /><br />
Intersect this [page:Ray] with a [page:Sphere], returning the intersection point or
*null* if there is no intersection.
将[page:Ray](射线)与一个[page:Sphere](球)相交,并返回交点,倘若没有交点将返回*null*。
</p>
<h3>[method:Vector3 intersectTriangle]( [param:Vector3 a], [param:Vector3 b], [param:Vector3 c], [param:Boolean backfaceCulling], [param:Vector3 target] )</h3>
<p>
[page:Vector3 a], [page:Vector3 b], [page:Vector3 c] - The [page:Vector3] points making up the triangle.<br />
[page:Boolean backfaceCulling] - whether to use backface culling.<br />
[page:Vector3 target] — the result will be copied into this Vector3.<br /><br />
[page:Vector3 a], [page:Vector3 b], [page:Vector3 c] - 组成三角形的三个[page:Vector3]。<br />
[page:Boolean backfaceCulling] - 是否使用背面剔除。<br />
[page:Vector3 target] — 结果将会被复制到这一Vector3中。<br /><br />
Intersect this [page:Ray] with a triangle, returning the intersection point or *null*
if there is no intersection.
将[page:Ray](射线)与一个三角形相交,并返回交点,倘若没有交点将返回*null*。
</p>
<h3>[method:Boolean intersectsBox]( [param:Box3 box] )</h3>
<p>
[page:Box3 box] - the [page:Box3] to intersect with.<br /><br />
[page:Box3 box] - 将被检查是否与之相交的[page:Box3]。<br /><br />
Return true if this [page:Ray] intersects with the [page:Box3].
若这一射线与[page:Box3]相交,则将返回true。
</p>
<h3>[method:Boolean intersectsPlane]( [param:Plane plane] )</h3>
<p>
[page:Plane plane] - the [page:Plane] to intersect with.<br /><br />
[page:Plane plane] - 将被检查是否与之相交的[page:Plane]。<br /><br />
Return true if this [page:Ray] intersects with the [page:Plane].
若这一射线与[page:Plane]相交,则将返回true。
</p>
<h3>[method:Boolean intersectsSphere]( [param:Sphere sphere] )</h3>
<p>
[page:Sphere sphere] - the [page:Sphere] to intersect with.<br /><br />
[page:Sphere sphere] - 将被检查是否与之相交的[page:Sphere]。<br /><br />
Return true if this [page:Ray] intersects with the [page:Sphere].
若这一射线与[page:Sphere]相交,则将返回true。
</p>
<h3>[method:Ray lookAt]( [param:Vector3 v] )</h3>
......@@ -194,13 +189,13 @@
<h3>[method:Ray set]( [param:Vector3 origin], [param:Vector3 direction] )</h3>
<p>
[page:Vector3 origin] - the [page:.origin origin] of the [page:Ray].<br />
[page:Vector3 origin] - the [page:.direction direction] of the [page:Ray].
This must be normalized (with [page:Vector3.normalize]) for the methods to operate
properly.<br /><br />
[page:Vector3 origin] - [page:Ray](射线)的[page:.origin origin](原点)。<br />
[page:Vector3 origin] - [page:Ray](射线)的[page:.direction direction](方向)。
该向量必须经过标准化(使用[page:Vector3.normalize]),这样才能使方法正常运行。
<br /><br />
Copy the parameters to the [page:.origin origin] and [page:.direction direction] properties
of this ray.
将传入的参数赋值给射线的[page:.origin origin]和[page:.direction direction]。
</p>
......
......@@ -8,36 +8,33 @@
<link type="text/css" rel="stylesheet" href="page.css" />
</head>
<body>
<h1>[name]</h1>
<h1>二维向量([name])</h1>
<p class="desc">
Class representing a 2D [link:https://en.wikipedia.org/wiki/Vector_space vector].
表示2D [link:https://en.wikipedia.org/wiki/Vector_space vector](二维向量)的类。
A 2D vector is an ordered pair of numbers (labeled x and y), which can be used to
represent a number of things, such as:
一个二维向量是一对有顺序的数字(标记为x和y),可被用于表示很多事物,例如:
</p>
<ul>
<li>
A point in 2D space (i.e. a position on a plane).
一个位于二维空间中的点(例如一个在平面上的点)。
</li>
<li>
A direction and length across a plane. In three.js the length will always be the
[link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean distance]
(straight-line distance) from (0, 0) to (x, y) and the direction is also
measured from (0, 0) towards (x, y).
横过平面的方向与长度。在three.js中,长度总是从(0, 0)到(x, y)的
[link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean distance](欧几里德距离,即直线距离),
方向也是从(0, 0)到(x, y)的方向。
</li>
<li>
Any arbitrary ordered pair of numbers.
任意的、有顺序的一对数字。
</li>
</ul>
<p>
There are other things a 2D vector can be used to represent, such as momentum
vectors, complex numbers and so on, however these are the most common uses in three.js.
其他的一些事物也可以使用二维向量进行表示,比如说动量矢量、复数等等;但以上这些是three.js中的常用用途。
</p>
<h2>Example</h2>
<h2>示例</h2>
<code>
var a = new THREE.Vector2( 0, 1 );
......@@ -49,38 +46,39 @@
</code>
<h2>Constructor</h2>
<h2>构造函数</h2>
<h3>[name]( [param:Float x], [param:Float y] )</h3>
<p>
[page:Float x] - the x value of the vector. Default is *0*.<br />
[page:Float y] - the y value of the vector. Default is *0*.<br /><br />
[page:Float x] - 向量的x值,默认值为*0*。<br />
[page:Float y] - 向量的y值,默认值为*0*。<br /><br />
Creates a new [name].
创建一个新的[name]。
</p>
<h2>Properties</h2>
<h2>属性</h2>
<h3>[property:Boolean isVector2]</h3>
<p>
Used to check whether this or derived classes are Vector2s. Default is *true*.<br /><br />
用于检查该类或者其派生类是否为Vector2,默认值为true。
<br /><br />
You should not change this, as it is used internally for optimisation.
你不应当对这个属性进行改变,因为它在内部使用,以用于优化。
</p>
<h3>[property:Float height]</h3>
<p>Alias for [page:.y y].</p>
<p>[page:.y y]的别名。</p>
<h3>[property:Float width]</h3>
<p>Alias for [page:.x x].</p>
<p>[page:.x x]的别名。</p>
<h3>[property:Float x]</h3>
<h3>[property:Float y]</h3>
<h2>Methods</h2>
<h2>方法</h2>
<h3>[method:this add]( [param:Vector2 v] )</h3>
<p>Adds [page:Vector2 v] to this vector.</p>
......
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