未验证 提交 b7ff9862 编写于 作者: M Mr.doob 提交者: GitHub

Merge pull request #21033 from Mugen87/dev44

Docs: Clean up.
......@@ -11,7 +11,10 @@
<h1>[name]</h1>
<p class="desc">This is the [page:BufferGeometry] port of [page:BoxGeometry].</p>
<p class="desc">
[name] is a geometry class for a rectangular cuboid with a given 'width', 'height', and 'depth'.
On creation, the cuboid is centred on the origin, with each edge parallel to one of the axes.
</p>
<iframe id="scene" src="scenes/geometry-browser.html#BoxBufferGeometry"></iframe>
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......@@ -11,7 +11,12 @@
<h1>[name]</h1>
<p class="desc">This is the [page:BufferGeometry] port of [page:CircleGeometry].</p>
<p class="desc">
[name] is a simple shape of Euclidean geometry.
It is contructed from a number of triangular segments that are oriented around a central point and extend as far out as a given radius.
It is built counter-clockwise from a start angle and a given central angle.
It can also be used to create regular polygons, where the number of segments determines the number of sides.
</p>
<iframe id="scene" src="scenes/geometry-browser.html#CircleBufferGeometry"></iframe>
......
......@@ -11,7 +11,7 @@
<h1>[name]</h1>
<p class="desc">This is the [page:BufferGeometry] port of [page:ConeGeometry].</p>
<p class="desc">A class for generating cone geometries.</p>
<iframe id="scene" src="scenes/geometry-browser.html#ConeBufferGeometry"></iframe>
......
......@@ -11,7 +11,7 @@
<h1>[name]</h1>
<p class="desc">This is the [page:BufferGeometry] port of [page:CylinderGeometry].</p>
<p class="desc">A class for generating cylinder geometries.</p>
<iframe id="scene" src="scenes/geometry-browser.html#CylinderBufferGeometry"></iframe>
......
......@@ -11,7 +11,7 @@
<h1>[name]</h1>
<p class="desc">This can be used as a helper object to view the edges of a [page:Geometry Geometry] object.</p>
<p class="desc">This can be used as a helper object to view the edges of a [page:BufferGeometry geometry].</p>
<h2>Code Example</h2>
......
......@@ -11,7 +11,7 @@
<h1>[name]</h1>
<p class="desc">Creates extruded BufferGeometry from a path shape.</p>
<p class="desc">Creates extruded geometry from a path shape.</p>
<iframe id="scene" src="scenes/geometry-browser.html#ExtrudeBufferGeometry"></iframe>
......
......@@ -11,7 +11,7 @@
<h1>[name]</h1>
<p class="desc">This is the [page:BufferGeometry] port of [page:LatheGeometry].</p>
<p class="desc">Creates meshes with axial symmetry like vases. The lathe rotates around the Y axis.</p>
<iframe id="scene" src="scenes/geometry-browser.html#LatheBufferGeometry"></iframe>
......
......@@ -11,7 +11,7 @@
<h1>[name]</h1>
<p class="desc">This is the [page:BufferGeometry] port of [page:PlaneGeometry].</p>
<p class="desc">A class for generating plane geometries.</p>
<iframe id="scene" src="scenes/geometry-browser.html#PlaneBufferGeometry"></iframe>
......
......@@ -11,7 +11,7 @@
<h1>[name]</h1>
<p class="desc">This is the [page:BufferGeometry] port of [page:RingGeometry].</p>
<p class="desc">A class for generating a two-dimensional ring geometry.</p>
<iframe id="scene" src="scenes/geometry-browser.html#RingBufferGeometry"></iframe>
......
......@@ -11,7 +11,7 @@
<h1>[name]</h1>
<p class="desc">This is the [page:BufferGeometry] port of [page:SphereGeometry].</p>
<p class="desc">A class for generating sphere geometries.</p>
<iframe id="scene" src="scenes/geometry-browser.html#SphereBufferGeometry"></iframe>
......
......@@ -11,7 +11,7 @@
<h1>[name]</h1>
<p class="desc">This is the [page:BufferGeometry] port of [page:TorusGeometry].</p>
<p class="desc">A class for generating torus geometries.</p>
<iframe id="scene" src="scenes/geometry-browser.html#TorusBufferGeometry"></iframe>
......
......@@ -11,7 +11,7 @@
<h1>[name]</h1>
<p class="desc">This is the [page:BufferGeometry] port of [page:TorusKnotGeometry].</p>
<p class="desc">Creates a torus knot, the particular shape of which is defined by a pair of coprime integers, p and q. If p and q are not coprime, the result will be a torus link.</p>
<iframe id="scene" src="scenes/geometry-browser.html#TorusKnotBufferGeometry"></iframe>
......
......@@ -11,7 +11,7 @@
<h1>[name]</h1>
<p class="desc">This can be used as a helper object to view a [page:Geometry Geometry] object as a wireframe.</p>
<p class="desc">This can be used as a helper object to view a [page:BufferGeometry geometry] as a wireframe.</p>
<h2>Code Example</h2>
......
......@@ -11,8 +11,7 @@
<h1>立方缓冲几何体([name])</h1>
<p class="desc">
这是[page:BoxGeometry]中的[page:BufferGeometry]接口。</p>
<p class="desc">[name]是四边形的原始几何类,它通常使用构造函数所提供的“width”、“height”、“depth”参数来创建立方体或者不规则四边形。</p>
<iframe id="scene" src="scenes/geometry-browser.html#BoxBufferGeometry"></iframe>
......
......@@ -11,7 +11,7 @@
<h1>圆形缓冲几何体([name])</h1>
<p class="desc">这是[page:CircleGeometry]中的[page:BufferGeometry]接口</p>
<p class="desc">[name]是欧式几何的一个简单形状,它由围绕着一个中心点的三角分段的数量所构造,由给定的半径来延展。 同时它也可以用于创建规则多边形,其分段数量取决于该规则多边形的边数</p>
<iframe id="scene" src="scenes/geometry-browser.html#CircleBufferGeometry"></iframe>
......
......@@ -11,7 +11,7 @@
<h1>圆锥缓冲几何体([name])</h1>
<p class="desc">这是[page:ConeGeometry]中的[page:BufferGeometry]接口</p>
<p class="desc">一个用于生成圆锥几何体的类</p>
<iframe id="scene" src="scenes/geometry-browser.html#ConeBufferGeometry"></iframe>
......
......@@ -11,7 +11,7 @@
<h1>圆柱缓冲几何体([name])</h1>
<p class="desc">这是[page:CylinderGeometry]中的[page:BufferGeometry]接口</p>
<p class="desc">一个用于生成圆柱几何体的类</p>
<iframe id="scene" src="scenes/geometry-browser.html#CylinderBufferGeometry"></iframe>
......
......@@ -11,7 +11,7 @@
<h1>边缘几何体([name])</h1>
<p class="desc">这可以作为一个辅助对象来查看[page:Geometry Geometry]的边缘。</p>
<p class="desc">这可以作为一个辅助对象来查看[page:BufferGeometry geometry]的边缘。</p>
<h2>代码示例</h2>
<code>
......
......@@ -11,7 +11,7 @@
<h1>车削缓冲几何体([name])</h1>
<p class="desc">这是[page:LatheGeometry]中的[page:BufferGeometry]接口</p>
<p class="desc">创建具有轴对称性的网格,比如花瓶。车削绕着Y轴来进行旋转</p>
<iframe id="scene" src="scenes/geometry-browser.html#LatheBufferGeometry"></iframe>
......
......@@ -11,7 +11,7 @@
<h1>平面缓冲几何体([name])</h1>
<p class="desc">这是[page:PlaneGeometry]中的[page:BufferGeometry]接口</p>
<p class="desc">一个用于生成平面几何体的类</p>
<iframe id="scene" src="scenes/geometry-browser.html#PlaneBufferGeometry"></iframe>
......
......@@ -11,7 +11,7 @@
<h1>圆环缓冲几何体([name])</h1>
<p class="desc">这是[page:RingGeometry]中的[page:BufferGeometry]接口</p>
<p class="desc">一个用于生成二维圆环几何体的类</p>
<iframe id="scene" src="scenes/geometry-browser.html#RingBufferGeometry"></iframe>
......
......@@ -11,7 +11,7 @@
<h1>球缓冲几何体([name])</h1>
<p class="desc">这是[page:SphereGeometry]中的[page:BufferGeometry]接口</p>
<p class="desc">一个用于生成球体的类</p>
<iframe id="scene" src="scenes/geometry-browser.html#SphereBufferGeometry"></iframe>
......
......@@ -13,7 +13,7 @@
<p class="desc">
一个用于将文本生成为单一的几何体的类。
它是由一串给定的文本,以及由加载的[page:Font](字体)和该几何体[page:ExtrudeGeometry]父类中的设置所组成的参数来构造的。
它是由一串给定的文本,以及由加载的[page:Font](字体)和该几何体[page:ExtrudeBufferGeometry]父类中的设置所组成的参数来构造的。
请参阅[page:Font]、[page:FontLoader]和[page:Creating_Text]页面来查看更多详细信息。
</p>
......
......@@ -11,7 +11,7 @@
<h1>圆环缓冲几何体([name])</h1>
<p class="desc">这是[page:TorusGeometry]中的[page:BufferGeometry]接口</p>
<p class="desc">一个用于生成圆环几何体的类</p>
<iframe id="scene" src="scenes/geometry-browser.html#TorusBufferGeometry"></iframe>
......
......@@ -11,7 +11,7 @@
<h1>圆环缓冲扭结几何体([name])</h1>
<p class="desc">This is the [page:BufferGeometry] port of [page:TorusKnotGeometry].</p>
<p class="desc">创建一个圆环扭结,其特殊形状由一对互质的整数,p和q所定义。如果p和q不互质,创建出来的几何体将是一个环面链接。</p>
<iframe id="scene" src="scenes/geometry-browser.html#TorusKnotBufferGeometry"></iframe>
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<h1>网格几何体([name])</h1>
<p class="desc">这个类可以被用作一个辅助物体,来对一个[page:Geometry Geometry]以线框的形式进行查看。</p>
<p class="desc">这个类可以被用作一个辅助物体,来对一个[page:BufferGeometry geometry]以线框的形式进行查看。</p>
<h2>代码示例</h2>
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......@@ -121,7 +121,7 @@
</p>
<code>
const geometry = new THREE.BoxGeometry();
const geometry = new THREE.BoxBufferGeometry();
const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
const cube = new THREE.Mesh( geometry, material );
scene.add( cube );
......@@ -130,7 +130,7 @@
</code>
<p>
لكي نقوم بإنشاء مكعب، نحتاج مكون <strong>BoxGeometry</strong>. هذا الأخير مسؤول عن حفض أماكن كل النقاط
لكي نقوم بإنشاء مكعب، نحتاج مكون <strong>BoxBufferGeometry</strong>. هذا الأخير مسؤول عن حفض أماكن كل النقاط
(<strong>vertices</strong>) و تعبئة كل الأوجه
(<strong>faces</strong>) المكونة للمكعب. سنقوم بالتعمق في هذا الموضوع مستقبلا.
</p>
......@@ -218,7 +218,7 @@
</p>
<p>
الشفرة البرمجية الكاملة في الأسفل إلى جانب محرر مباشر [link:https://jsfiddle.net/mkba0ecu/ live example].
الشفرة البرمجية الكاملة في الأسفل إلى جانب محرر مباشر [link:https://jsfiddle.net/zpcswh8m/ live example].
أنت
مدعو للعب بالأوامر البرمجية لكي تصبح صورة كيفية عملها أوضح من قبل.
</p>
......@@ -241,7 +241,7 @@
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
const geometry = new THREE.BoxGeometry();
const geometry = new THREE.BoxBufferGeometry();
const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
const cube = new THREE.Mesh( geometry, material );
scene.add( cube );
......
......@@ -70,7 +70,7 @@
<p><em>"That's all good, but where's that cube you promised?"</em> Let's add it now.</p>
<code>
const geometry = new THREE.BoxGeometry();
const geometry = new THREE.BoxBufferGeometry();
const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
const cube = new THREE.Mesh( geometry, material );
scene.add( cube );
......@@ -78,7 +78,7 @@
camera.position.z = 5;
</code>
<p>To create a cube, we need a <strong>BoxGeometry</strong>. This is an object that contains all the points (<strong>vertices</strong>) and fill (<strong>faces</strong>) of the cube. We'll explore this more in the future.</p>
<p>To create a cube, we need a <strong>BoxBufferGeometry</strong>. This is an object that contains all the points (<strong>vertices</strong>) and fill (<strong>faces</strong>) of the cube. We'll explore this more in the future.</p>
<p>In addition to the geometry, we need a material to color it. Three.js comes with several materials, but we'll stick to the <strong>MeshBasicMaterial</strong> for now. All materials take an object of properties which will be applied to them. To keep things very simple, we only supply a color attribute of <strong>0x00ff00</strong>, which is green. This works the same way that colors work in CSS or Photoshop (<strong>hex colors</strong>).</p>
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<h2>The result</h2>
<p>Congratulations! You have now completed your first three.js application. It's simple, you have to start somewhere.</p>
<p>The full code is available below and as an editable [link:https://jsfiddle.net/mkba0ecu/ live example]. Play around with it to get a better understanding of how it works.</p>
<p>The full code is available below and as an editable [link:https://jsfiddle.net/zpcswh8m/ live example]. Play around with it to get a better understanding of how it works.</p>
<code>
&lt;!DOCTYPE html&gt;
......@@ -137,7 +137,7 @@
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
const geometry = new THREE.BoxGeometry();
const geometry = new THREE.BoxBufferGeometry();
const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
const cube = new THREE.Mesh( geometry, material );
scene.add( cube );
......
......@@ -71,7 +71,7 @@
<p><em>"그건 그렇고, 아까 말했던 큐브는 어디에 있죠?"</em> 바로 추가해 봅시다.</p>
<code>
const geometry = new THREE.BoxGeometry();
const geometry = new THREE.BoxBufferGeometry();
const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
const cube = new THREE.Mesh( geometry, material );
scene.add( cube );
......@@ -79,7 +79,7 @@
camera.position.z = 5;
</code>
<p>큐브를 만드려면, <strong>BoxGeometry</strong>가 필요합니다. 여기에는 큐브에 필요한 모든 꼭짓점 (<strong>vertices</strong>) 와 면(<strong>faces</strong>)이 포함돼 있습니다. 여기에 대해서는 나중에 더 자세히 알아봅시다.</p>
<p>큐브를 만드려면, <strong>BoxBufferGeometry</strong>가 필요합니다. 여기에는 큐브에 필요한 모든 꼭짓점 (<strong>vertices</strong>) 와 면(<strong>faces</strong>)이 포함돼 있습니다. 여기에 대해서는 나중에 더 자세히 알아봅시다.</p>
<p>geometry와 더불어, 무언가를 색칠해줄 요소가 필요합니다. Three.js에서는 여러 방법을 고려했지만, 현재로서는<strong>MeshBasicMaterial</strong>을 고수하고자 합니다. 이 속성이 적용된 오브젝트들은 모두 영향을 받을 것입니다. 가장 단순하게 알아볼 수 있도록, 여기에서는 녹색인 <strong>0x00ff00</strong>만을 속성으로 사용하겠습니다. CSS 나 Photoshop에서처럼 (<strong>hex colors</strong>)로 동일하게 작동합니다.</p>
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<h2>결과 화면</h2>
<p>축하합니다! 첫 three.js이 완성되었네요. 이제 본격적으로 시작해보면 됩니다.</p>
<p>전체 코드는 아래에 나와 있고 [link:https://jsfiddle.net/mkba0ecu/ live example]로도 확인해볼 수 있습니다. 잘 살펴보고 어떻게 구동되는지 확인해 보세요.</p>
<p>전체 코드는 아래에 나와 있고 [link:https://jsfiddle.net/zpcswh8m/ live example]로도 확인해볼 수 있습니다. 잘 살펴보고 어떻게 구동되는지 확인해 보세요.</p>
<code>
&lt;!DOCTYPE html&gt;
......@@ -139,7 +139,7 @@
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
const geometry = new THREE.BoxGeometry();
const geometry = new THREE.BoxBufferGeometry();
const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
const cube = new THREE.Mesh( geometry, material );
scene.add( cube );
......
......@@ -70,7 +70,7 @@
<p><em>“嗯,看起来很不错,那你说的那个立方体在哪儿?”</em>接下来,我们就来添加立方体。</p>
<code>
const geometry = new THREE.BoxGeometry();
const geometry = new THREE.BoxBufferGeometry();
const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
const cube = new THREE.Mesh( geometry, material );
scene.add( cube );
......@@ -78,7 +78,7 @@
camera.position.z = 5;
</code>
<p>要创建一个立方体,我们需要一个<strong>BoxGeometry</strong>(立方体)对象. 这个对象包含了一个立方体中所有的顶点(<strong>vertices</strong>)和面(<strong>faces</strong>)。未来我们将在这方面进行更多的探索。</p>
<p>要创建一个立方体,我们需要一个<strong>BoxBufferGeometry</strong>(立方体)对象. 这个对象包含了一个立方体中所有的顶点(<strong>vertices</strong>)和面(<strong>faces</strong>)。未来我们将在这方面进行更多的探索。</p>
<p>接下来,对于这个立方体,我们需要给它一个材质,来让它有颜色。Three.js自带了几种材质,在这里我们使用的是<strong>MeshBasicMaterial</strong>。所有的材质都存有应用于他们的属性的对象。在这里为了简单起见,我们只设置一个color属性,值为<strong>0x00ff00</strong>,也就是绿色。这里所做的事情,和在CSS或者Photoshop中使用十六进制(<strong>hex colors</strong>)颜色格式来设置颜色的方式一致。</p>
......@@ -117,7 +117,7 @@
<h2>结果</h2>
<p>祝贺你!你现在已经成功完成了你的第一个Three.js应用程序。虽然它很简单,但现在你已经有了一个入门的起点。</p>
<p>下面是完整的代码,可在[link:https://jsfiddle.net/mkba0ecu/ live example]运行、编辑;运行或者修改代码有助于你更好的理解它是如何工作的。</p>
<p>下面是完整的代码,可在[link:https://jsfiddle.net/zpcswh8m/ live example]运行、编辑;运行或者修改代码有助于你更好的理解它是如何工作的。</p>
<code>
&lt;html&gt;
......@@ -137,7 +137,7 @@
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
const geometry = new THREE.BoxGeometry();
const geometry = new THREE.BoxBufferGeometry();
const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
const cube = new THREE.Mesh( geometry, material );
scene.add( cube );
......
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