comment corrections in jme3-vr: mostly spelling and grammar

v3.2
Stephen Gold 7 years ago
parent 739831142e
commit 36e09ee456
  1. 10
      jme3-vr/src/main/java/com/jme3/app/VRAppState.java
  2. 8
      jme3-vr/src/main/java/com/jme3/app/VRApplication.java
  3. 2
      jme3-vr/src/main/java/com/jme3/app/VREnvironment.java
  4. 2
      jme3-vr/src/main/java/com/jme3/input/vr/oculus/OculusVR.java
  5. 6
      jme3-vr/src/main/java/com/jme3/input/vr/oculus/OculusViewManager.java
  6. 4
      jme3-vr/src/main/java/com/jme3/input/vr/openvr/OpenVRViewManager.java
  7. 4
      jme3-vr/src/main/java/com/jme3/input/vr/osvr/OSVRViewManager.java
  8. 6
      jme3-vr/src/main/java/com/jme3/shadow/AbstractShadowFilterVR.java
  9. 4
      jme3-vr/src/main/java/com/jme3/shadow/AbstractShadowRendererVR.java
  10. 18
      jme3-vr/src/main/java/com/jme3/shadow/DirectionalLightShadowFilterVR.java
  11. 20
      jme3-vr/src/main/java/com/jme3/shadow/DirectionalLightShadowRendererVR.java
  12. 6
      jme3-vr/src/main/java/com/jme3/shadow/VRDirectionalLightShadowRenderer.java
  13. 6
      jme3-vr/src/main/java/com/jme3/system/lwjgl/LwjglWindowVR.java

@ -1,7 +1,7 @@
package com.jme3.app;
/*
* Copyright (c) 2009-2012 jMonkeyEngine
* Copyright (c) 2009-2018 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
@ -117,7 +117,7 @@ public class VRAppState extends AbstractAppState {
}
/**
* Create a new VR app state with given settings. The app state relies on the the given {@link VREnvironment VR environment}.
* Create a new VR app state with given settings. The app state relies on the given {@link VREnvironment VR environment}.
* @param settings the settings to use.
* @param environment the {@link VREnvironment VR environment} that this app state is using.
*/
@ -146,9 +146,9 @@ public class VRAppState extends AbstractAppState {
}
/**
* Set the frustrum values for the application.
* @param near the frustrum near value.
* @param far the frustrum far value.
* Set the frustum values for the application.
* @param near the frustum near value.
* @param far the frustum far value.
*/
public void setFrustrumNearFar(float near, float far) {
fNear = near;

@ -332,9 +332,9 @@ public abstract class VRApplication implements Application, SystemListener {
}
/**
* Set the frustrum values for the application.
* @param near the frustrum near value.
* @param far the frustrum far value.
* Set the frustum values for the application.
* @param near the frustum near value.
* @param far the frustum far value.
*/
public void setFrustrumNearFar(float near, float far) {
fNear = near;
@ -1006,7 +1006,7 @@ public abstract class VRApplication implements Application, SystemListener {
}
/**
* Set the scene observer. The VR headset will be linked to it. If no observer is set, the VR headset is linked to the the application {@link #getCamera() camera}.
* Set the scene observer. The VR headset will be linked to it. If no observer is set, the VR headset is linked to the application {@link #getCamera() camera}.
* @param observer the scene observer.
*/
public void setObserver(Spatial observer) {

@ -219,7 +219,7 @@ public class VREnvironment {
}
/**
* Set the scene observer. The VR headset will be linked to it. If no observer is set, the VR headset is linked to the the application {@link #getCamera() camera}.
* Set the scene observer. The VR headset will be linked to it. If no observer is set, the VR headset is linked to the application {@link #getCamera() camera}.
* @param observer the scene observer.
*/
public void setObserver(Spatial observer) {

@ -237,7 +237,7 @@ public class OculusVR implements VRAPI {
hmdRelativeEyePositions[eye] = new Vector3f();
// Find the eye render information - we use this in the
// view manager for giving LibOVR it's timewarp information.
// view manager for giving LibOVR its timewarp information.
eyeRenderDesc[eye] = OVREyeRenderDesc.malloc();
ovr_GetRenderDesc(session, eye, fovPorts[eye], eyeRenderDesc[eye]);

@ -1,5 +1,5 @@
/*
* Copyright (c) 2009-2017 jMonkeyEngine
* Copyright (c) 2009-2018 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
@ -233,12 +233,12 @@ public class OculusViewManager extends AbstractVRViewManager {
private void setupCamerasAndViews() {
// TODO: Use LobOVR IPD etc
if (environment != null) {
// get desired frustrum from original camera
// get desired frustum from original camera
Camera origCam = environment.getCamera();
float fFar = origCam.getFrustumFar();
float fNear = origCam.getFrustumNear();
// restore frustrum on distortion scene cam, if needed
// restore frustum on distortion scene cam, if needed
if (environment.isInstanceRendering()) {
leftCamera = origCam;
} else {

@ -497,12 +497,12 @@ public class OpenVRViewManager extends AbstractVRViewManager {
private void setupCamerasAndViews() {
if (environment != null){
// get desired frustrum from original camera
// get desired frustum from original camera
Camera origCam = environment.getCamera();
float fFar = origCam.getFrustumFar();
float fNear = origCam.getFrustumNear();
// restore frustrum on distortion scene cam, if needed
// restore frustum on distortion scene cam, if needed
if( environment.isInstanceRendering() ) {
leftCamera = origCam;
} else if( environment.compositorAllowed() == false ) {

@ -607,7 +607,7 @@ public class OSVRViewManager extends AbstractVRViewManager{
if (environment != null){
if (environment.getApplication() != null){
// get desired frustrum from original camera
// get desired frustum from original camera
Camera origCam = environment.getCamera();
float fFar = origCam.getFrustumFar();
float fNear = origCam.getFrustumNear();
@ -617,7 +617,7 @@ public class OSVRViewManager extends AbstractVRViewManager{
((OSVR)environment.getVRHardware()).getEyeInfo();
}
// restore frustrum on distortion scene cam, if needed
// restore frustum on distortion scene cam, if needed
if( environment.isInstanceRendering() ) {
leftCamera = origCam;
} else if( environment.compositorAllowed() == false ) {

@ -1,7 +1,7 @@
package com.jme3.shadow;
/*
* Copyright (c) 2009-2012 jMonkeyEngine
* Copyright (c) 2009-2018 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
@ -186,7 +186,7 @@ public abstract class AbstractShadowFilterVR<T extends AbstractShadowRendererVR>
}
/**
* returns the shdaow intensity
* returns the shadow intensity
*
* @see #setShadowIntensity(float shadowIntensity)
* @return shadowIntensity
@ -309,7 +309,7 @@ public abstract class AbstractShadowFilterVR<T extends AbstractShadowRendererVR>
/**
* Get the the edge filtering mode.
* Get the edge filtering mode.
* @return the edge filtering mode.
*/
public EdgeFilteringMode getEdgeFilteringMode() {

@ -1,7 +1,7 @@
package com.jme3.shadow;
/*
* Copyright (c) 2009-2012 jMonkeyEngine
* Copyright (c) 2009-2018 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
@ -487,7 +487,7 @@ public abstract class AbstractShadowRendererVR implements SceneProcessor, Savabl
getReceivers(lightReceivers);
if (lightReceivers.size() != 0) {
//setting params to recieving geometry list
//setting params to receiving geometry list
setMatParams(lightReceivers);
Camera cam = viewPort.getCamera();

@ -1,7 +1,7 @@
package com.jme3.shadow;
/*
* Copyright (c) 2009-2012 jMonkeyEngine
* Copyright (c) 2009-2018 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
@ -43,10 +43,10 @@ import java.io.IOException;
/**
*
* This Filter does basically the same as a DirectionalLightShadowRenderer
* except it renders the post shadow pass as a fulscreen quad pass instead of a
* except it renders the post shadow pass as a fullscreen quad pass instead of a
* geometry pass. It's mostly faster than PssmShadowRenderer as long as you have
* more than a about ten shadow recieving objects. The expense is the draw back
* that the shadow Recieve mode set on spatial is ignored. So basically all and
* more than a about ten shadow receiving objects. The expense is the draw back
* that the shadow Receive mode set on spatial is ignored. So basically all and
* only objects that render depth in the scene receive shadows. See this post
* for more details
* http://jmonkeyengine.org/groups/general-2/forum/topic/silly-question-about-shadow-rendering/#post-191599
@ -106,7 +106,7 @@ public class DirectionalLightShadowFilterVR extends AbstractShadowFilterVR<Direc
}
/**
* returns the labda parameter
* returns the lambda parameter
*
* @see #setLambda(float lambda)
* @return lambda
@ -117,12 +117,12 @@ public class DirectionalLightShadowFilterVR extends AbstractShadowFilterVR<Direc
/**
* Adjust the repartition of the different shadow maps in the shadow extend
* usualy goes from 0.0 to 1.0 a low value give a more linear repartition
* usually goes from 0.0 to 1.0 a low value give a more linear repartition
* resulting in a constant quality in the shadow over the extends, but near
* shadows could look very jagged a high value give a more logarithmic
* repartition resulting in a high quality for near shadows, but the quality
* quickly decrease over the extend. the default value is set to 0.65f
* (theoric optimal value).
* (theoretic optimal value).
*
* @param lambda the lambda value.
*/
@ -140,8 +140,8 @@ public class DirectionalLightShadowFilterVR extends AbstractShadowFilterVR<Direc
}
/**
* Enables the stabilization of the shadows's edges. (default is <code>true</code>)
* This prevents shadows' edges to flicker when the camera moves
* Enables the stabilization of the shadow's edges. (default is <code>true</code>)
* This prevents shadow edges from flickering when the camera moves.
* However it can lead to some shadow quality loss in some particular scenes.
* @param stabilize <code>true</code> if the stabilization has to be enabled and <code>false</code> otherwise.
* @see #isEnabledStabilization()

@ -1,7 +1,7 @@
package com.jme3.shadow;
/*
* Copyright (c) 2009-2012 jMonkeyEngine
* Copyright (c) 2009-2018 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
@ -53,11 +53,11 @@ import com.jme3.shadow.ShadowUtil;
import java.io.IOException;
/**
* DirectionalLightShadowRenderer renderer use Parrallel Split Shadow Mapping
* DirectionalLightShadowRenderer renderer use Parallel Split Shadow Mapping
* technique (pssm)<br> It splits the view frustum in several parts and compute
* a shadow map for each one.<br> splits are distributed so that the closer they
* are from the camera, the smaller they are to maximize the resolution used of
* the shadow map.<br> This result in a better quality shadow than standard
* the shadow map.<br> This results in a better quality shadow than standard
* shadow mapping.<br> for more informations on this read this <a
* href="http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html">http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html</a><br>
* <p/>
@ -77,7 +77,7 @@ public class DirectionalLightShadowRendererVR extends AbstractShadowRendererVR {
private boolean stabilize = true;
/**
* Used for serialzation use
* Used for serialization use
* DirectionalLightShadowRenderer#DirectionalLightShadowRenderer(AssetManager
* assetManager, int shadowMapSize, int nbSplits)
*/
@ -182,7 +182,7 @@ public class DirectionalLightShadowRendererVR extends AbstractShadowRendererVR {
// update frustum points based on current camera and split
ShadowUtil.updateFrustumPoints(viewPort.getCamera(), splitsArray[shadowMapIndex], splitsArray[shadowMapIndex + 1], 1.0f, points);
//Updating shadow cam with curent split frustra
//Updating shadow cam with current split frusta
if (lightReceivers.size()==0) {
for (Spatial scene : viewPort.getScenes()) {
ShadowUtil.getGeometriesInCamFrustum(scene, viewPort.getCamera(), RenderQueue.ShadowMode.Receive, lightReceivers);
@ -231,7 +231,7 @@ public class DirectionalLightShadowRendererVR extends AbstractShadowRendererVR {
}
/**
* returns the labda parameter see #setLambda(float lambda)
* returns the lambda parameter see #setLambda(float lambda)
*
* @return lambda
*/
@ -241,10 +241,10 @@ public class DirectionalLightShadowRendererVR extends AbstractShadowRendererVR {
/**
* Adjust the repartition of the different shadow maps in the shadow extend
* usualy goes from 0.0 to 1.0
* usually goes from 0.0 to 1.0
* a low value give a more linear repartition resulting in a constant quality in the shadow over the extends, but near shadows could look very jagged
* a high value give a more logarithmic repartition resulting in a high quality for near shadows, but the quality quickly decrease over the extend.
* the default value is set to 0.65f (theoric optimal value).
* the default value is set to 0.65f (theoretic optimal value).
* @param lambda the lambda value.
*/
public void setLambda(float lambda) {
@ -260,8 +260,8 @@ public class DirectionalLightShadowRendererVR extends AbstractShadowRendererVR {
}
/**
* Enables the stabilization of the shadows's edges. (default is true)
* This prevents shadows' edges to flicker when the camera moves
* Enables the stabilization of the shadow's edges. (default is true)
* This prevents shadow edges from flickering when the camera moves.
* However it can lead to some shadow quality loss in some particular scenes.
* @param stabilize <code>true</code> if stabilization has to be enabled and <code>false</code> otherwise.
*/

@ -1,5 +1,5 @@
/*
* Copyright (c) 2009-2012 jMonkeyEngine
* Copyright (c) 2009-2018 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
@ -35,11 +35,11 @@ import com.jme3.asset.AssetManager;
import com.jme3.shadow.DirectionalLightShadowRenderer;
/**
* DirectionalLightShadowRenderer renderer use Parrallel Split Shadow Mapping
* DirectionalLightShadowRenderer renderer use Parallel Split Shadow Mapping
* technique (pssm)<br> It splits the view frustum in several parts and compute
* a shadow map for each one.<br> splits are distributed so that the closer they
* are from the camera, the smaller they are to maximize the resolution used of
* the shadow map.<br> This result in a better quality shadow than standard
* the shadow map.<br> This results in a better quality shadow than standard
* shadow mapping.<br> for more informations on this read this <a
* href="http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html">http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html</a><br>
* <p/>

@ -1,7 +1,7 @@
package com.jme3.system.lwjgl;
/*
* Copyright (c) 2009-2012 jMonkeyEngine
* Copyright (c) 2009-2018 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
@ -101,7 +101,7 @@ public abstract class LwjglWindowVR extends LwjglContextVR implements Runnable {
}
/**
* Set the title if its a windowed display
* Set the title if it's a windowed display
*
* @param title the title to set
*/
@ -112,7 +112,7 @@ public abstract class LwjglWindowVR extends LwjglContextVR implements Runnable {
}
/**
* Restart if its a windowed or full-screen display.
* Restart if it's a windowed or full-screen display.
*/
public void restart() {
if (created.get()) {

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