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Feat: translate three docs into Chinese version (#23262)
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docs/examples/zh/utils/BufferGeometryUtils.html

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<h1>[name]</h1>
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<p class="desc">
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A class containing utility functions for [page:BufferGeometry BufferGeometry] instances.
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一个包含 [page:BufferGeometry BufferGeometry] 实例的实用方法的类。
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</p>
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<h2>Methods</h2>
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<h2>方法</h2>
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<h3>[method:BufferGeometry mergeBufferGeometries]( [param:Array geometries], [param:Boolean useGroups] )</h3>
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<p>
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geometries -- Array of [page:BufferGeometry BufferGeometry] instances.<br />
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useGroups -- Whether groups should be generated for the merged geometry or not.<br /><br />
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geometries -- [page:BufferGeometry BufferGeometry] 实例的数组。<br />
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useGroups -- 是否要为了合并几何体而产生组。<br /><br />
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Merges a set of geometries into a single instance. All geometries must have compatible attributes.
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If merge does not succeed, the method returns null.
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将一组几何体合并到一个实例中。所有几何体都必须兼容该属性。
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如果合并不成功,则该方法返回 null
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</p>
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<h3>[method:BufferAttribute mergeBufferAttributes]( [param:Array attributes] )</h3>
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<p>
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attributes -- Array of [page:BufferAttribute BufferAttribute] instances.<br /><br />
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attributes -- [page:BufferAttribute BufferAttribute] 实例组成的数组。<br /><br />
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Merges a set of attributes into a single instance. All attributes must have compatible properties
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and types, and [page:InterleavedBufferAttribute InterleavedBufferAttributes] are not supported. If merge does not succeed, the method
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returns null.
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将一组属性合并为一个单一的实例。所有几何体都必须兼容该属性,不支持 [page:InterleavedBufferAttribute InterleavedBufferAttributes] 。
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如果合并不成功,则该方法返回 null 。
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</p>
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<h3>[method:InterleavedBufferAttribute interleaveAttributes]( [param:Array attributes] )</h3>
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<p>
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attributes -- Array of [page:BufferAttribute BufferAttribute] instances.<br /><br />
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attributes -- [page:BufferAttribute BufferAttribute] 实例组成的数组。<br /><br />
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Interleaves a set of attributes and returns a new array of corresponding attributes that share
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a single InterleavedBuffer instance. All attributes must have compatible types. If merge does not
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succeed, the method returns null.
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交叉存储一组属性并返回一个新的对应属性数组,这些属性共享一个 InterleavedBuffer 实例。所有属性都必须兼容的该类型。如果合并不成功,则该方法返回 null 。
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</p>
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<h3>[method:Number estimateBytesUsed]( [param:BufferGeometry geometry] )</h3>
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<p>
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geometry -- Instance of [page:BufferGeometry BufferGeometry] to estimate the memory use of.<br /><br />
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geometry -- 通过 [page:BufferGeometry BufferGeometry] 的实例来估计内存使用情况。<br /><br />
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Returns the amount of bytes used by all attributes to represent the geometry.
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返回所有用于表示几何体的属性所占用的字节数。
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</p>
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<h3>[method:BufferGeometry mergeVertices]( [param:BufferGeometry geometry], [param:Number tolerance] )</h3>
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<p>
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geometry -- Instance of [page:BufferGeometry BufferGeometry] to merge the vertices of.<br />
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tolerance -- The maximum allowable difference between vertex attributes to merge. Defaults to 1e-4.<br /><br />
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geometry -- 用于合并顶点的 [page:BufferGeometry BufferGeometry] 实例。<br />
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tolerance -- 要合并的顶点属性之间允许的最大差异。 默认为 1e-4<br /><br />
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Returns a new [page:BufferGeometry BufferGeometry] with vertices for which all similar vertex attributes
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(within tolerance) are merged.
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返回一个新的 [page:BufferGeometry BufferGeometry] ,其中包含将所有(在容差范围内的)具有相似属性的顶点合并而成的顶点。
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</p>
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<h3>[method:BufferGeometry toTrianglesDrawMode]( [param:BufferGeometry geometry], [param:TrianglesDrawMode drawMode] )</h3>
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<p>
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geometry -- Instance of [page:BufferGeometry BufferGeometry].<br />
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drawMode -- The draw mode of the given geometry.<br /><br />
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geometry -- [page:BufferGeometry BufferGeometry] 实例。<br />
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drawMode -- 给定几何体的绘制模式。<br /><br />
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Returns a new indexed [page:BufferGeometry BufferGeometry] based on the [page:DrawModes THREE.TrianglesDrawMode] draw mode. This mode
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corresponds to the *gl.TRIANGLES* WebGL primitive.
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基于 [page:DrawModes THREE.TrianglesDrawMode] 绘制模式,返回一个新的有索引值的 [page:BufferGeometry BufferGeometry]。 此模式对应于 WebGL 的原始术语 *gl.TRIANGLES* 。
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</p>
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<h2>Source</h2>
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<h2></h2>
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<p>
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[link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/utils/BufferGeometryUtils.js examples/jsm/utils/BufferGeometryUtils.js]

docs/examples/zh/utils/SceneUtils.html

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<link type="text/css" rel="stylesheet" href="page.css" />
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</head>
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<body>
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<h1>[name]</h1>
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<h1>场景工具([name]</h1>
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<p class="desc">A class containing useful utility functions for scene manipulation.</p>
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<p class="desc">一个用于操控场景的实用类。</p>
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<h2>Methods</h2>
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<h2>方法</h2>
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<h3>[method:Group createMeshesFromInstancedMesh]( [param:InstancedMesh instancedMesh] )</h3>
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instancedMesh -- The instanced mesh.
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instancedMesh -- 实例化网格。
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</p>
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<p>
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Creates a new group object that contains a new mesh for each instance of the given instanced mesh.
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为给定的实例化网格的每个实例,创建一个包含新网格的新物体组(Object Group)。
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</p>
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<h3>[method:Group createMultiMaterialObject]( [param:BufferGeometry geometry], [param:Array materials] )</h3>
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<p>
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geometry -- The geometry for the set of materials. <br />
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materials -- The materials for the object.
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geometry -- 材料集的几何形状。 <br />
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materials -- 为物体准备的材料。
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</p>
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Creates a new Group that contains a new mesh for each material defined in materials. Beware that this is not the same as an array of materials which defines multiple materials for 1 mesh.<br />
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This is mostly useful for objects that need both a material and a wireframe implementation.
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创建一个新组,囊括了在材质中定义的每种材质的新网格。请注意,这和为一个网格定义多种材质的材质数组不同。<br />
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该方法对于同时需要材质和线框绘制的物体非常有用。
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</p>
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<h2>Source</h2>
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<h2>源代码</h2>
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<p>
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[link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/utils/SceneUtils.js examples/jsm/utils/SceneUtils.js]

docs/examples/zh/utils/SkeletonUtils.html

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<link type="text/css" rel="stylesheet" href="page.css" />
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</head>
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<body>
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<h1>[name]</h1>
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<h1>骨架工具([name]</h1>
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<p class="desc">Utility functions for [page:Skeleton], [page:SkinnedMesh], and [page:Bone] manipulation.</p>
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<p class="desc">用于操控 [page:Skeleton] [page:SkinnedMesh]、和 [page:Bone] 的实用方法。</p>
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<h2>Methods</h2>
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<h2>方法</h2>
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<h3>[method:Object3D clone]( [param:Object3D object] )</h3>
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Clones the given object and its descendants, ensuring that any [page:SkinnedMesh] instances
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are correctly associated with their bones. Bones are also cloned, and must be descendants of
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the object passed to this method. Other data, like geometries and materials, are reused by
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reference.
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克隆给定对象及其后代,确保任何 [page:SkinnedMesh] 实例都与其骨骼正确关联。同时,骨骼也会被克隆,且必须是传递给此方法的物体的后代。而其他数据,如几何形状和材料,是通过引用来实现重复使用的。
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<h3>[method:Object findBoneTrackData]( [param:String name], [param:Array tracks] )</h3>
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<h3>[method:AnimationClip retargetClip]( [param:SkeletonHelper target], [param:SkeletonHelper source], [param:AnimationClip clip], [param:Object options] )</h3>
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<p></p>
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<h2>Source</h2>
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<h2>源代码</h2>
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<p>
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[link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/utils/SkeletonUtils.js examples/jsm/utils/SkeletonUtils.js]

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