corrections to com.jme3.scene.* comments as discussed at http://hub.jmonkeyengine.org/forum/topic/typos-in-com-jme3-scene/

experimental
sgold@sonic.net 11 years ago
parent 5372cb505d
commit 4a69eee64f
  1. 11
      jme3-core/src/main/java/com/jme3/scene/Geometry.java
  2. 5
      jme3-core/src/main/java/com/jme3/scene/Node.java
  3. 11
      jme3-core/src/main/java/com/jme3/scene/VertexBuffer.java
  4. 5
      jme3-core/src/main/java/com/jme3/scene/control/AreaUtils.java
  5. 2
      jme3-core/src/main/java/com/jme3/scene/debug/SkeletonPoints.java
  6. 8
      jme3-core/src/main/java/com/jme3/scene/shape/Surface.java
  7. 18
      jme3-core/src/main/java/com/jme3/scene/shape/Torus.java

@ -76,7 +76,7 @@ public class Geometry extends Spatial {
*/
protected BatchNode batchNode = null;
/**
* the start index of this geom's mesh in the batchNode mesh
* the start index of this geometry's mesh in the batchNode mesh
*/
protected int startIndex;
/**
@ -201,9 +201,9 @@ public class Geometry extends Spatial {
}
/**
* Returns the mseh to use for this geometry
* Returns the mesh to use for this geometry
*
* @return the mseh to use for this geometry
* @return the mesh to use for this geometry
*
* @see #setMesh(com.jme3.scene.Mesh)
*/
@ -472,9 +472,8 @@ public class Geometry extends Spatial {
}
/**
* Creates a deep clone of the geometry,
* this creates an identical copy of the mesh
* with the vertexbuffer data duplicated.
* Create a deep clone of the geometry. This creates an identical copy of
* the mesh with the vertex buffer data duplicated.
*/
@Override
public Spatial deepClone() {

@ -76,9 +76,8 @@ public class Node extends Spatial implements Savable {
* Constructor instantiates a new <code>Node</code> with a default empty
* list for containing children.
*
* @param name
* the name of the scene element. This is required for
* identification and comparision purposes.
* @param name the name of the scene element. This is required for
* identification and comparison purposes.
*/
public Node(String name) {
super(name);

@ -84,11 +84,12 @@ public class VertexBuffer extends NativeObject implements Savable, Cloneable {
*/
Color,
/**
* Tangent vector, normalized (4 floats) (x,y,z,w)
* the w component is called the binormal parity, is not normalized and is either 1f or -1f
* It's used to compuste the direction on the binormal verctor on the GPU at render time.
*/
/**
* Tangent vector, normalized (4 floats) (x,y,z,w). The w component is
* called the binormal parity, is not normalized, and is either 1f or
* -1f. It's used to compute the direction on the binormal vector on the
* GPU at render time.
*/
Tangent,
/**

@ -46,9 +46,8 @@ import com.jme3.math.FastMath;
public class AreaUtils {
/**
* calcScreenArea -- in Pixels
* Aproximates the screen area of a bounding volume. If the volume isn't a
* BoundingSphere, BoundingBox, or OrientedBoundingBox 0 is returned.
* Estimate the screen area of a bounding volume. If the volume isn't a
* BoundingSphere, BoundingBox, or OrientedBoundingBox, 0 is returned.
*
* @param bound The bounds to calculate the volume from.
* @param distance The distance from camera to object.

@ -90,7 +90,7 @@ public class SkeletonPoints extends Mesh {
}
/**
* The method updates the geometry according to the poitions of the bones.
* The method updates the geometry according to the positions of the bones.
*/
public void updateGeometry() {
VertexBuffer vb = this.getBuffer(Type.Position);

@ -257,13 +257,15 @@ public class Surface extends Mesh {
}
/**
* This method adds a normal to a normals' map. This map is used to merge normals of a vertor that should be rendered smooth.
* This method adds a normal to a normal's map. This map is used to merge
* normals of a vector that should be rendered smooth.
*
* @param normalToAdd
* a normal to be added
* @param normalMap
* merges normals of faces that will be rendered smooth; the key is the vertex and the value - its normal vector
* @param smooth
* the variable that indicates wheather to merge normals (creating the smooth mesh) or not
* @param smooth the variable that indicates whether to merge normals
* (creating the smooth mesh) or not
* @param vertices
* a list of vertices read from the blender file
*/

@ -57,9 +57,13 @@ public class Torus extends Mesh {
private int circleSamples;
private int radialSamples;
/**
* minor radius of the torus
*/
private float innerRadius;
/**
* major radius of the torus
*/
private float outerRadius;
public Torus() {
@ -73,10 +77,8 @@ public class Torus extends Mesh {
* The number of samples along the circles.
* @param radialSamples
* The number of samples along the radial.
* @param innerRadius
* The radius of the inner begining of the Torus.
* @param outerRadius
* The radius of the outter end of the Torus.
* @param innerRadius minor radius of the torus
* @param outerRadius major radius of the torus
*/
public Torus(int circleSamples, int radialSamples,
float innerRadius, float outerRadius) {
@ -226,8 +228,8 @@ public class Torus extends Mesh {
*
* @param circleSamples the number of samples along the circles.
* @param radialSamples the number of samples along the radial.
* @param innerRadius the radius of the inner begining of the Torus.
* @param outerRadius the radius of the outter end of the Torus.
* @param innerRadius minor radius of the torus
* @param outerRadius major radius of the torus
*/
public void updateGeometry(int circleSamples, int radialSamples, float innerRadius, float outerRadius) {
this.circleSamples = circleSamples;

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