more typo ... ytpo ytop opyt ;)

define_list_fix
Dokthar 9 years ago
parent a52a51cb27
commit 63fb53f6e4
  1. 6
      jme3-core/src/main/java/com/jme3/animation/AnimationFactory.java
  2. 6
      jme3-core/src/main/java/com/jme3/animation/AudioTrack.java
  3. 6
      jme3-core/src/main/java/com/jme3/animation/ClonableTrack.java
  4. 18
      jme3-core/src/main/java/com/jme3/animation/EffectTrack.java
  5. 13
      jme3-core/src/main/java/com/jme3/app/ChaseCameraAppState.java
  6. 26
      jme3-core/src/main/java/com/jme3/cinematic/Cinematic.java
  7. 4
      jme3-core/src/main/java/com/jme3/cinematic/MotionPath.java
  8. 2
      jme3-core/src/main/java/com/jme3/cinematic/MotionPathListener.java
  9. 14
      jme3-core/src/main/java/com/jme3/cinematic/events/AbstractCinematicEvent.java
  10. 2
      jme3-core/src/main/java/com/jme3/cinematic/events/AnimationEvent.java
  11. 2
      jme3-core/src/main/java/com/jme3/cinematic/events/CinematicEvent.java
  12. 4
      jme3-core/src/main/java/com/jme3/cinematic/events/MotionEvent.java
  13. 26
      jme3-core/src/main/java/com/jme3/cinematic/events/SoundEvent.java
  14. 4
      jme3-core/src/main/java/com/jme3/cinematic/events/SoundTrack.java
  15. 12
      jme3-core/src/main/java/com/jme3/input/ChaseCamera.java
  16. 4
      jme3-core/src/main/java/com/jme3/light/SpotLight.java
  17. 8
      jme3-core/src/main/java/com/jme3/math/Spline.java
  18. 18
      jme3-core/src/main/java/com/jme3/shader/Glsl100ShaderGenerator.java
  19. 8
      jme3-core/src/main/java/com/jme3/shadow/AbstractShadowFilter.java
  20. 4
      jme3-core/src/main/java/com/jme3/shadow/AbstractShadowRenderer.java
  21. 8
      jme3-core/src/main/java/com/jme3/shadow/PssmShadowFilter.java
  22. 10
      jme3-core/src/main/java/com/jme3/shadow/PssmShadowRenderer.java
  23. 18
      jme3-core/src/main/java/com/jme3/util/BufferUtils.java
  24. 4
      jme3-core/src/main/java/com/jme3/util/ListSort.java
  25. 4
      jme3-core/src/main/java/com/jme3/util/MaterialDebugAppState.java
  26. 2
      jme3-core/src/main/java/com/jme3/util/mikktspace/MikktspaceTangentGenerator.java
  27. 12
      jme3-core/src/tools/java/jme3tools/optimize/LodGenerator.java

@ -44,10 +44,10 @@ import com.jme3.math.Vector3f;
* Usage is : <br>
* - Create the AnimationHelper<br>
* - add some keyFrames<br>
* - call the buildAnimation() method that will retruna new Animation<br>
* - call the buildAnimation() method that will return a new Animation<br>
* - add the generated Animation to any existing AnimationControl<br>
* <br><br>
* Note that the first keyFrame (index 0) is defaulted with the identy transforms.
* Note that the first keyFrame (index 0) is defaulted with the identity transforms.
* If you want to change that you have to replace this keyFrame with any transform you want.
*
* @author Nehon
@ -55,7 +55,7 @@ import com.jme3.math.Vector3f;
public class AnimationFactory {
/**
* step for splitting rotation that have a n ange above PI/2
* step for splitting rotation that have a n angle above PI/2
*/
private final static float EULER_STEP = FastMath.QUARTER_PI * 3;

@ -46,7 +46,7 @@ import java.util.logging.Level;
import java.util.logging.Logger;
/**
* AudioTrack is a track to add to an existing animation, to paly a sound during
* AudioTrack is a track to add to an existing animation, to play a sound during
* an animations for example : gun shot, foot step, shout, etc...
*
* usage is
@ -144,7 +144,7 @@ public class AudioTrack implements ClonableTrack {
}
/**
* Retruns the length of the track
* Return the length of the track
*
* @return length of the track
*/
@ -170,7 +170,7 @@ public class AudioTrack implements ClonableTrack {
/**
* This method clone the Track and search for the cloned counterpart of the
* original audio node in the given cloned spatial. The spatial is assumed
* to be the Spatial holding the AnimControl controling the animation using
* to be the Spatial holding the AnimControl controlling the animation using
* this Track.
*
* @param spatial the Spatial holding the AnimControl

@ -36,7 +36,7 @@ import com.jme3.util.clone.JmeCloneable;
/**
* An interface that allow to clone a Track for a given Spatial.
* The spatial fed to the method is the Spatial holding the AnimControl controling the Animation using this track.
* The spatial fed to the method is the Spatial holding the AnimControl controlling the Animation using this track.
*
* Implement this interface only if you make your own Savable Track and that the track has a direct reference to a Spatial in the scene graph.
* This Spatial is assumed to be a child of the spatial holding the AnimControl.
@ -48,11 +48,11 @@ public interface ClonableTrack extends Track, JmeCloneable {
/**
* Allows to clone the track for a given Spatial.
* The spatial fed to the method is the Spatial holding the AnimControl controling the Animation using this track.
* The spatial fed to the method is the Spatial holding the AnimControl controlling the Animation using this track.
* This method will be called during the loading process of a j3o model by the assetManager.
* The assetManager keeps the original model in cache and returns a clone of the model.
*
* This method prupose is to find the cloned reference of the original spatial which it refers to in the cloned model.
* This method purpose is to find the cloned reference of the original spatial which it refers to in the cloned model.
*
* See EffectTrack for a proper implementation.
*

@ -51,7 +51,7 @@ import java.util.logging.Level;
import java.util.logging.Logger;
/**
* EffectTrack is a track to add to an existing animation, to emmit particles
* EffectTrack is a track to add to an existing animation, to emit particles
* during animations for example : exhausts, dust raised by foot steps, shock
* waves, lightnings etc...
*
@ -62,9 +62,9 @@ import java.util.logging.Logger;
* control.getAnim("TheAnim").addTrack(track);
* </pre>
*
* if the emitter has emmits 0 particles per seconds emmitAllPArticles will be
* if the emitter has emits 0 particles per seconds emmitAllPArticles will be
* called on it at time 0 + startOffset. if it he it has more it will start
* emmit normally at time 0 + startOffset.
* emit normally at time 0 + startOffset.
*
*
* @author Nehon
@ -167,7 +167,7 @@ public class EffectTrack implements ClonableTrack {
/**
* Creates and EffectTrack
*
* @param emitter the emmitter of the track
* @param emitter the emitter of the track
* @param length the length of the track (usually the length of the
* animation you want to add the track to)
*/
@ -186,10 +186,10 @@ public class EffectTrack implements ClonableTrack {
/**
* Creates and EffectTrack
*
* @param emitter the emmitter of the track
* @param emitter the emitter of the track
* @param length the length of the track (usually the length of the
* animation you want to add the track to)
* @param startOffset the time in second when the emitter will be triggerd
* @param startOffset the time in second when the emitter will be triggered
* after the animation starts (default is 0)
*/
public EffectTrack(ParticleEmitter emitter, float length, float startOffset) {
@ -244,7 +244,7 @@ public class EffectTrack implements ClonableTrack {
}
/**
* Retruns the length of the track
* Return the length of the track
*
* @return length of the track
*/
@ -269,8 +269,8 @@ public class EffectTrack implements ClonableTrack {
/**
* This method clone the Track and search for the cloned counterpart of the
* original emmitter in the given cloned spatial. The spatial is assumed to
* be the Spatial holding the AnimControl controling the animation using
* original emitter in the given cloned spatial. The spatial is assumed to
* be the Spatial holding the AnimControl controlling the animation using
* this Track.
*
* @param spatial the Spatial holding the AnimControl

@ -51,7 +51,7 @@ import com.jme3.scene.control.CameraControl;
import com.jme3.util.TempVars;
/**
* This class is a camera controler that allow the camera to follow a target
* This class is a camera controller that allow the camera to follow a target
* Spatial.
*
* @author Nehon
@ -110,7 +110,6 @@ public class ChaseCameraAppState extends AbstractAppState implements ActionListe
/**
* Registers inputs with the input manager
*
* @param inputManager
*/
public final void registerWithInput() {
@ -216,7 +215,7 @@ public class ChaseCameraAppState extends AbstractAppState implements ActionListe
}
/**
* Sets custom triggers for toggleing the rotation of the cam deafult are
* Sets custom triggers for toggling the rotation of the cam default are
* new MouseButtonTrigger(MouseInput.BUTTON_LEFT) left mouse button new
* MouseButtonTrigger(MouseInput.BUTTON_RIGHT) right mouse button
*
@ -232,7 +231,7 @@ public class ChaseCameraAppState extends AbstractAppState implements ActionListe
}
/**
* Sets custom triggers for zomming in the cam default is new
* Sets custom triggers for zooming in the cam default is new
* MouseAxisTrigger(MouseInput.AXIS_WHEEL, true) mouse wheel up
*
* @param triggers
@ -247,7 +246,7 @@ public class ChaseCameraAppState extends AbstractAppState implements ActionListe
}
/**
* Sets custom triggers for zomming out the cam default is new
* Sets custom triggers for zooming out the cam default is new
* MouseAxisTrigger(MouseInput.AXIS_WHEEL, false) mouse wheel down
*
* @param triggers
@ -293,6 +292,8 @@ public class ChaseCameraAppState extends AbstractAppState implements ActionListe
/**
* Sets the min zoom distance of the camera (default is 1)
*
* @param minDistance
*/
public void setMinDistance(float minDistance) {
this.minDistance = minDistance;
@ -383,7 +384,7 @@ public class ChaseCameraAppState extends AbstractAppState implements ActionListe
}
/**
* Sets the default distance at start of applicaiton
* Sets the default distance at start of application
*
* @param defaultDistance
*/

@ -53,9 +53,9 @@ import java.util.logging.Level;
import java.util.logging.Logger;
/**
* An appstate for composing and playing cut scenes in a game. The cineamtic
* An appstate for composing and playing cut scenes in a game. The cinematic
* schedules CinematicEvents over a timeline. Once the Cinematic created it has
* to be attched to the stateManager.
* to be attached to the stateManager.
*
* You can add various CinematicEvents to a Cinematic, see package
* com.jme3.cinematic.events
@ -70,7 +70,7 @@ import java.util.logging.Logger;
* Cinematic#enqueueCinematicEvent(com.jme3.cinematic.events.CinematicEvent)
* that enqueue events one after the other according to their initialDuration
*
* a cinematic has convenient mathods to handle the playback :
* a cinematic has convenient methods to handle the playback :
* @see Cinematic#play()
* @see Cinematic#pause()
* @see Cinematic#stop()
@ -214,7 +214,7 @@ public class Cinematic extends AbstractCinematicEvent implements AppState {
}
/**
* used internally for srialization
* used internally for serialization
*
* @param im
* @throws IOException
@ -273,7 +273,7 @@ public class Cinematic extends AbstractCinematicEvent implements AppState {
/**
* passing true has the same effect as play() you should use play(),
* pause(), stop() to handle the cinemaic playing state.
* pause(), stop() to handle the cinematic playing state.
*
* @param enabled true or false
*/
@ -349,7 +349,7 @@ public class Cinematic extends AbstractCinematicEvent implements AppState {
}
/**
* This is used internally but can be alled to shuffle through the
* This is used internally but can be called to shuffle through the
* cinematic.
*
* @param time the time to shuffle to.
@ -386,7 +386,7 @@ public class Cinematic extends AbstractCinematicEvent implements AppState {
* Adds a cinematic event to this cinematic at the given timestamp. This
* operation returns a keyFrame
*
* @param timeStamp the time when the event will start after the begining of
* @param timeStamp the time when the event will start after the beginning of
* the cinematic
* @param cinematicEvent the cinematic event
* @return the keyFrame for that event.
@ -411,7 +411,7 @@ public class Cinematic extends AbstractCinematicEvent implements AppState {
* duration
*
* @param cinematicEvent the cinematic event to enqueue
* @return the timestamp the evnt was scheduled.
* @return the timestamp the event was scheduled.
*/
public float enqueueCinematicEvent(CinematicEvent cinematicEvent) {
float scheduleTime = nextEnqueue;
@ -494,7 +494,7 @@ public class Cinematic extends AbstractCinematicEvent implements AppState {
}
/**
* fits the duration of the cinamatic to the duration of all its child
* fits the duration of the cinematic to the duration of all its child
* cinematic events
*/
public void fitDuration() {
@ -537,7 +537,7 @@ public class Cinematic extends AbstractCinematicEvent implements AppState {
/**
* returns a cameraNode given its name
*
* @param cameraName the camera name (as registerd in
* @param cameraName the camera name (as registered in
* Cinematic#bindCamera())
* @return the cameraNode for this name
*/
@ -560,7 +560,7 @@ public class Cinematic extends AbstractCinematicEvent implements AppState {
* Sets the active camera instantly (use activateCamera if you want to
* schedule that event)
*
* @param cameraName the camera name (as registerd in
* @param cameraName the camera name (as registered in
* Cinematic#bindCamera())
*/
public void setActiveCamera(String cameraName) {
@ -576,7 +576,7 @@ public class Cinematic extends AbstractCinematicEvent implements AppState {
* schedule an event that will activate the camera at the given time
*
* @param timeStamp the time to activate the cam
* @param cameraName the camera name (as registerd in
* @param cameraName the camera name (as registered in
* Cinematic#bindCamera())
*/
public void activateCamera(final float timeStamp, final String cameraName) {
@ -680,7 +680,7 @@ public class Cinematic extends AbstractCinematicEvent implements AppState {
* sets the scene to use for this cinematic it is expected that the scene is
* added before adding events to the cinematic
*
* @param scene the scene where the cinematic should ttake place.
* @param scene the scene where the cinematic should take place.
*/
public void setScene(Node scene) {
this.scene = scene;

@ -69,10 +69,10 @@ public class MotionPath implements Savable {
}
/**
* interpolate the path giving the time since the beginnin and the motionControl
* interpolate the path giving the time since the beginning and the motionControl
* this methods sets the new localTranslation to the spatial of the MotionEvent control.
* @param time the time since the animation started
* @param control the ocntrol over the moving spatial
* @param control the control over the moving spatial
*/
public float interpolatePath(float time, MotionEvent control, float tpf) {

@ -34,7 +34,7 @@ package com.jme3.cinematic;
import com.jme3.cinematic.events.MotionEvent;
/**
* Trigger the events appening on an motion path
* Trigger the events happening on an motion path
* @author Nehon
*/
public interface MotionPathListener {

@ -45,10 +45,10 @@ import java.util.ArrayList;
import java.util.List;
/**
* This call contains the basic behaviour of a cinematic event.
* This call contains the basic behavior of a cinematic event.
* Every cinematic event must extend this class.
*
* A cinematic event must be given an inital duration in seconds
* A cinematic event must be given an initial duration in seconds
* (duration of the event at speed = 1). Default is 10 sec.
* @author Nehon
*/
@ -67,13 +67,13 @@ public abstract class AbstractCinematicEvent implements CinematicEvent {
protected List<CinematicEventListener> listeners;
/**
* Contruct a cinematic event (empty constructor).
* Construct a cinematic event (empty constructor).
*/
public AbstractCinematicEvent() {
}
/**
* Contruct a cinematic event with the given initial duration.
* Construct a cinematic event with the given initial duration.
* @param initialDuration
*/
public AbstractCinematicEvent(float initialDuration) {
@ -81,7 +81,7 @@ public abstract class AbstractCinematicEvent implements CinematicEvent {
}
/**
* Contruct a cinematic event with the given loopMode.
* Construct a cinematic event with the given loopMode.
* @param loopMode
*/
public AbstractCinematicEvent(LoopMode loopMode) {
@ -89,7 +89,7 @@ public abstract class AbstractCinematicEvent implements CinematicEvent {
}
/**
* Contruct a cinematic event with the given loopMode and the given initialDuration.
* Construct a cinematic event with the given loopMode and the given initialDuration.
* @param initialDuration the duration of the event at speed = 1.
* @param loopMode the loop mode of the event.
*/
@ -199,7 +199,7 @@ public abstract class AbstractCinematicEvent implements CinematicEvent {
public abstract void onPause();
/**
* Returns the actual duration of the animtion (initialDuration/speed)
* Returns the actual duration of the animation (initialDuration/speed)
* @return
*/
public float getDuration() {

@ -77,7 +77,7 @@ public class AnimationEvent extends AbstractCinematicEvent {
/**
* used for serialization don't call directly use one of the following
* contructors
* constructors
*/
public AnimationEvent() {
}

@ -136,7 +136,7 @@ public interface CinematicEvent extends Savable {
public void initEvent(Application app, Cinematic cinematic);
/**
* When this method is invoked, the event should fast forward to the given time according tim 0 is the start of the event.
* When this method is invoked, the event should fast forward to the given time according time 0 is the start of the event.
* @param time the time to fast forward to
*/
public void setTime(float time);

@ -90,8 +90,8 @@ public class MotionEvent extends AbstractCinematicEvent implements Control, JmeC
*/
Path,
/**
* The target rotates with the direction of the path but with the additon of a rtotation
* you need to use the setRotation mathod when using this Direction
* The target rotates with the direction of the path but with the addition of a rotation
* you need to use the setRotation method when using this Direction
*/
PathAndRotation,
/**

@ -54,7 +54,7 @@ public class SoundEvent extends AbstractCinematicEvent {
/**
* creates a sound track from the given resource path
* @param path the path to an audi file (ie : "Sounds/mySound.wav")
* @param path the path to an audio file (ie : "Sounds/mySound.wav")
*/
public SoundEvent(String path) {
this.path = path;
@ -62,7 +62,7 @@ public class SoundEvent extends AbstractCinematicEvent {
/**
* creates a sound track from the given resource path
* @param path the path to an audi file (ie : "Sounds/mySound.wav")
* @param path the path to an audio file (ie : "Sounds/mySound.wav")
* @param stream true to make the audio data streamed
*/
public SoundEvent(String path, boolean stream) {
@ -72,9 +72,9 @@ public class SoundEvent extends AbstractCinematicEvent {
/**
* creates a sound track from the given resource path
* @param path the path to an audi file (ie : "Sounds/mySound.wav")
* @param path the path to an audio file (ie : "Sounds/mySound.wav")
* @param stream true to make the audio data streamed
* @param initialDuration the nitial duration of the event
* @param initialDuration the initial duration of the event
*/
public SoundEvent(String path, boolean stream, float initialDuration) {
super(initialDuration);
@ -84,7 +84,7 @@ public class SoundEvent extends AbstractCinematicEvent {
/**
* creates a sound track from the given resource path
* @param path the path to an audi file (ie : "Sounds/mySound.wav")
* @param path the path to an audio file (ie : "Sounds/mySound.wav")
* @param stream true to make the audio data streamed
* @param loopMode the loopMode
* @see LoopMode
@ -97,9 +97,9 @@ public class SoundEvent extends AbstractCinematicEvent {
/**
* creates a sound track from the given resource path
* @param path the path to an audi file (ie : "Sounds/mySound.wav")
* @param path the path to an audio file (ie : "Sounds/mySound.wav")
* @param stream true to make the audio data streamed
* @param initialDuration the nitial duration of the event
* @param initialDuration the initial duration of the event
* @param loopMode the loopMode
* @see LoopMode
*/
@ -111,8 +111,8 @@ public class SoundEvent extends AbstractCinematicEvent {
/**
* creates a sound track from the given resource path
* @param path the path to an audi file (ie : "Sounds/mySound.wav")
* @param initialDuration the nitial duration of the event
* @param path the path to an audio file (ie : "Sounds/mySound.wav")
* @param initialDuration the initial duration of the event
*/
public SoundEvent(String path, float initialDuration) {
super(initialDuration);
@ -121,7 +121,7 @@ public class SoundEvent extends AbstractCinematicEvent {
/**
* creates a sound track from the given resource path
* @param path the path to an audi file (ie : "Sounds/mySound.wav")
* @param path the path to an audio file (ie : "Sounds/mySound.wav")
* @param loopMode the loopMode
* @see LoopMode
*/
@ -132,8 +132,8 @@ public class SoundEvent extends AbstractCinematicEvent {
/**
* creates a sound track from the given resource path
* @param path the path to an audi file (ie : "Sounds/mySound.wav")
* @param initialDuration the nitial duration of the event
* @param path the path to an audio file (ie : "Sounds/mySound.wav")
* @param initialDuration the initial duration of the event
* @param loopMode the loopMode
* @see LoopMode
*/
@ -192,7 +192,7 @@ public class SoundEvent extends AbstractCinematicEvent {
}
/**
* Returns the underlying audion node of this sound track
* Returns the underlying audio node of this sound track
* @return
*/
public AudioNode getAudioNode() {

@ -43,7 +43,7 @@ public class SoundTrack extends SoundEvent {
/**
* creates a sound track from the given resource path
* @param path the path to an audi file (ie : "Sounds/mySound.wav")
* @param path the path to an audio file (ie : "Sounds/mySound.wav")
*/
public SoundTrack(String path) {
super(path);
@ -51,7 +51,7 @@ public class SoundTrack extends SoundEvent {
/**
* creates a sound track from the given resource path
* @param path the path to an audi file (ie : "Sounds/mySound.wav")
* @param path the path to an audio file (ie : "Sounds/mySound.wav")
* @param stream true to make the audio data streamed
*/
public SoundTrack(String path, boolean stream) {

@ -267,8 +267,8 @@ public class ChaseCamera implements ActionListener, AnalogListener, Control, Jme
}
/**
* Sets custom triggers for toggleing the rotation of the cam
* deafult are
* Sets custom triggers for toggling the rotation of the cam
* default are
* new MouseButtonTrigger(MouseInput.BUTTON_LEFT) left mouse button
* new MouseButtonTrigger(MouseInput.BUTTON_RIGHT) right mouse button
* @param triggers
@ -280,7 +280,7 @@ public class ChaseCamera implements ActionListener, AnalogListener, Control, Jme
}
/**
* Sets custom triggers for zomming in the cam
* Sets custom triggers for zooming in the cam
* default is
* new MouseAxisTrigger(MouseInput.AXIS_WHEEL, true) mouse wheel up
* @param triggers
@ -292,7 +292,7 @@ public class ChaseCamera implements ActionListener, AnalogListener, Control, Jme
}
/**
* Sets custom triggers for zomming out the cam
* Sets custom triggers for zooming out the cam
* default is
* new MouseAxisTrigger(MouseInput.AXIS_WHEEL, false) mouse wheel down
* @param triggers
@ -719,7 +719,7 @@ public class ChaseCamera implements ActionListener, AnalogListener, Control, Jme
}
/**
* Sets the rotation sensitivity, the lower the value the slower the camera will rotates around the target when draging with the mouse
* Sets the rotation sensitivity, the lower the value the slower the camera will rotates around the target when dragging with the mouse
* default is 5, values over 5 should have no effect.
* If you want a significant slow down try values below 1.
* Only has an effect if smoothMotion is set to true
@ -820,7 +820,7 @@ public class ChaseCamera implements ActionListener, AnalogListener, Control, Jme
}
/**
* Sets the default distance at start of applicaiton
* Sets the default distance at start of application
* @param defaultDistance
*/
public void setDefaultDistance(float defaultDistance) {

@ -48,7 +48,7 @@ import java.io.IOException;
/**
* Represents a spot light.
* A spot light emits a cone of light from a position and in a direction.
* It can be used to fake torch lights or cars' lights.
* It can be used to fake torch lights or car's lights.
* <p>
* In addition to a position and a direction, spot lights also have a range which
* can be used to attenuate the influence of the light depending on the
@ -415,7 +415,7 @@ public class SpotLight extends Light {
/**
* for internal use only
* @return the cosines of the inner and outter angle packed in a float
* @return the cosines of the inner and outer angle packed in a float
*/
public float getPackedAngleCos() {
return packedAngleCos;

@ -273,8 +273,8 @@ public class Spline implements Savable {
}
/**
* Iterpolate a position on the spline
* @param value a value from 0 to 1 that represent the postion between the curent control point and the next one
* Interpolate a position on the spline
* @param value a value from 0 to 1 that represent the position between the current control point and the next one
* @param currentControlPoint the current control point
* @param store a vector to store the result (use null to create a new one that will be returned by the method)
* @return the position
@ -350,7 +350,7 @@ public class Spline implements Savable {
}
/**
* return the total lenght of the spline
* return the total length of the spline
*/
public float getTotalLength() {
return totalLength;
@ -380,7 +380,7 @@ public class Spline implements Savable {
}
/**
* returns a list of float representing the segments lenght
* returns a list of float representing the segments length
*/
public List<Float> getSegmentsLength() {
return segmentsLength;

@ -66,7 +66,7 @@ public class Glsl100ShaderGenerator extends ShaderGenerator {
}
/**
* decalre a list of uniforms
* declare a list of uniforms
*
* @param source the source to append to
* @param uniforms the list of uniforms
@ -81,7 +81,7 @@ public class Glsl100ShaderGenerator extends ShaderGenerator {
/**
* {@inheritDoc}
*
* attributes are all declared, inPositon is decalred even if it's not in
* attributes are all declared, inPositon is declared even if it's not in
* the list and it's condition is nulled.
*/
@Override
@ -187,7 +187,7 @@ public class Glsl100ShaderGenerator extends ShaderGenerator {
}
/**
* Appends an ouput assignment to a shader globalOutputName =
* Appends an output assignment to a shader globalOutputName =
* nameSpace_varName;
*
* @param source the source StringBuilter to append the code.
@ -212,7 +212,7 @@ public class Glsl100ShaderGenerator extends ShaderGenerator {
*
* 1. declaring and mapping input<br>
* variables : variable replaced with MatParams or WorldParams are not
* declared and are replaced by the parma acual name in the code. For others
* declared and are replaced by the param actual name in the code. For others
* variables, the name space is appended with a "_" before the variable name
* in the code to avoid names collision between shaderNodes. <br>
*
@ -227,7 +227,7 @@ public class Glsl100ShaderGenerator extends ShaderGenerator {
* 4. mapping outputs to global output if needed<br>
*
*<br>
* All of this is embed in a #if coditional statement if needed
* All of this is embed in a #if conditional statement if needed
*/
@Override
protected void generateNodeMainSection(StringBuilder source, ShaderNode shaderNode, String nodeSource, ShaderGenerationInfo info) {
@ -432,7 +432,7 @@ public class Glsl100ShaderGenerator extends ShaderGenerator {
/**
* replaces a variable name in a shaderNode source code by prefixing it
* with its nameSpace and "_" if needed.
* @param nodeSource the source ot modify
* @param nodeSource the source to modify
* @param var the variable to replace
* @return the modified source
*/
@ -476,7 +476,7 @@ public class Glsl100ShaderGenerator extends ShaderGenerator {
/**
* returns the name space to append for a variable.
* Attributes, WorldParam and MatParam names psace must not be appended
* Attributes, WorldParam and MatParam names space must not be appended
* @param var the variable
* @return the namespace to append for this variable
*/
@ -493,7 +493,7 @@ public class Glsl100ShaderGenerator extends ShaderGenerator {
* One can use a #if defined(inputVariableName) in a shaderNode code.
* This method is responsible for changing the variable name with the
* appropriate defined based on the mapping condition of this variable.
* Complex condition synthax are handled.
* Complex condition syntax are handled.
*
* @param nodeSource the sahderNode source code
* @param shaderNode the ShaderNode being processed
@ -574,7 +574,7 @@ public class Glsl100ShaderGenerator extends ShaderGenerator {
* @param source the StringBuilder to use
* @param var the variable to declare as an varying
* @param input a boolean set to true if the this varying is an input.
* this in not used in this implementaiton but can be used in overidings
* this in not used in this implementation but can be used in overridings
* implementation
*/
protected void declareVarying(StringBuilder source, ShaderNodeVariable var, boolean input) {

@ -51,7 +51,7 @@ import java.io.IOException;
/**
*
* Generic abstract filter that holds common implementations for the different
* shadow filtesr
* shadow filters
*
* @author Rémy Bouquet aka Nehon
*/
@ -140,7 +140,7 @@ public abstract class AbstractShadowFilter<T extends AbstractShadowRenderer> ext
/**
* Set the distance from the eye where the shadows will be rendered default
* value is dynamicaly computed to the shadow casters/receivers union bound
* value is dynamically computed to the shadow casters/receivers union bound
* zFar, capped to view frustum far value.
*
* @param zFar the zFar values that override the computed one
@ -181,7 +181,7 @@ public abstract class AbstractShadowFilter<T extends AbstractShadowRenderer> ext
/**
* Set the shadowIntensity, the value should be between 0 and 1, a 0 value
* gives a bright and invisilble shadow, a 1 value gives a pitch black
* gives a bright and invisible shadow, a 1 value gives a pitch black
* shadow, default is 0.7
*
* @param shadowIntensity the darkness of the shadow
@ -285,7 +285,7 @@ public abstract class AbstractShadowFilter<T extends AbstractShadowRenderer> ext
/**
* returns the pre shadows pass render state.
* use it to adjust the RenderState parameters of the pre shadow pass.
* Note that this will be overriden if the preShadow technique in the material has a ForcedRenderState
* Note that this will be overridden if the preShadow technique in the material has a ForcedRenderState
* @return the pre shadow render state.
*/
public RenderState getPreShadowForcedRenderState() {

@ -621,7 +621,7 @@ public abstract class AbstractShadowRenderer implements SceneProcessor, Savable
/**
* Set the distance from the eye where the shadows will be rendered default
* value is dynamicaly computed to the shadow casters/receivers union bound
* value is dynamically computed to the shadow casters/receivers union bound
* zFar, capped to view frustum far value.
*
* @param zFar the zFar values that override the computed one
@ -752,7 +752,7 @@ public abstract class AbstractShadowRenderer implements SceneProcessor, Savable
/**
* returns the pre shadows pass render state.
* use it to adjust the RenderState parameters of the pre shadow pass.
* Note that this will be overriden if the preShadow technique in the material has a ForcedRenderState
* Note that this will be overridden if the preShadow technique in the material has a ForcedRenderState
* @return the pre shadow render state.
*/
public RenderState getPreShadowForcedRenderState() {

@ -140,7 +140,7 @@ public class PssmShadowFilter extends Filter {
}
/**
* returns the labda parameter
* returns the lambda parameter
* @see #setLambda(float lambda)
* @return lambda
*/
@ -171,7 +171,7 @@ public class PssmShadowFilter extends Filter {
/**
* Set the distance from the eye where the shadows will be rendered
* default value is dynamicaly computed to the shadow casters/receivers union bound zFar, capped to view frustum far value.
* default value is dynamically computed to the shadow casters/receivers union bound zFar, capped to view frustum far value.
* @param zFar the zFar values that override the computed one
*/
public void setShadowZExtend(float zFar) {
@ -179,7 +179,7 @@ public class PssmShadowFilter extends Filter {
}
/**
* returns the shdaow intensity
* returns the shadow intensity
* @see #setShadowIntensity(float shadowIntensity)
* @return shadowIntensity
*/
@ -189,7 +189,7 @@ public class PssmShadowFilter extends Filter {
/**
* Set the shadowIntensity, the value should be between 0 and 1,
* a 0 value gives a bright and invisilble shadow,
* a 0 value gives a bright and invisible shadow,
* a 1 value gives a pitch black shadow,
* default is 0.7
* @param shadowIntensity the darkness of the shadow

@ -481,7 +481,7 @@ public class PssmShadowRenderer implements SceneProcessor {
}
/**
* For dubuging purpose Allow to "snapshot" the current frustrum to the
* For debugging purpose Allow to "snapshot" the current frustrum to the
* scene
*/
public void displayDebug() {
@ -591,7 +591,7 @@ public class PssmShadowRenderer implements SceneProcessor {
}
/**
* returns the labda parameter see #setLambda(float lambda)
* returns the lambda parameter see #setLambda(float lambda)
*
* @return lambda
*/
@ -623,7 +623,7 @@ public class PssmShadowRenderer implements SceneProcessor {
/**
* Set the distance from the eye where the shadows will be rendered default
* value is dynamicaly computed to the shadow casters/receivers union bound
* value is dynamically computed to the shadow casters/receivers union bound
* zFar, capped to view frustum far value.
*
* @param zFar the zFar values that override the computed one
@ -637,7 +637,7 @@ public class PssmShadowRenderer implements SceneProcessor {
}
/**
* returns the shdaow intensity
* returns the shadow intensity
*
* @see #setShadowIntensity(float shadowIntensity)
* @return shadowIntensity
@ -648,7 +648,7 @@ public class PssmShadowRenderer implements SceneProcessor {
/**
* Set the shadowIntensity, the value should be between 0 and 1, a 0 value
* gives a bright and invisilble shadow, a 1 value gives a pitch black
* gives a bright and invisible shadow, a 1 value gives a pitch black
* shadow, default is 0.7
*
* @param shadowIntensity the darkness of the shadow

@ -325,7 +325,7 @@ public final class BufferUtils {
* @param buf
* the buffer to insert into
* @param index
* the postion to place the data; in terms of quaternions not floats
* the position to place the data; in terms of quaternions not floats
*/
public static void setInBuffer(Quaternion quat, FloatBuffer buf,
int index) {
@ -345,7 +345,7 @@ public final class BufferUtils {
* @param buf
* the buffer to insert into
* @param index
* the postion to place the data; in terms of vector4 not floats
* the position to place the data; in terms of vector4 not floats
*/
public static void setInBuffer(Vector4f vec, FloatBuffer buf,
int index) {
@ -438,7 +438,7 @@ public final class BufferUtils {
/**
* Copies a Vector3f from one position in the buffer to another. The index
* values are in terms of vector number (eg, vector number 0 is postions 0-2
* values are in terms of vector number (eg, vector number 0 is positions 0-2
* in the FloatBuffer.)
*
* @param buf
@ -600,7 +600,7 @@ public final class BufferUtils {
* @param buf
* the buffer to insert into
* @param index
* the postion to place the data; in terms of vectors not floats
* the position to place the data; in terms of vectors not floats
*/
public static void setInBuffer(Vector2f vector, FloatBuffer buf, int index) {
buf.put(index * 2, vector.x);
@ -643,7 +643,7 @@ public final class BufferUtils {
/**
* Copies a Vector2f from one position in the buffer to another. The index
* values are in terms of vector number (eg, vector number 0 is postions 0-1
* values are in terms of vector number (eg, vector number 0 is positions 0-1
* in the FloatBuffer.)
*
* @param buf
@ -835,7 +835,7 @@ public final class BufferUtils {
/**
* Creates a new DoubleBuffer with the same contents as the given
* DoubleBuffer. The new DoubleBuffer is seperate from the old one and
* DoubleBuffer. The new DoubleBuffer is separate from the old one and
* changes are not reflected across. If you want to reflect changes,
* consider using Buffer.duplicate().
*
@ -897,7 +897,7 @@ public final class BufferUtils {
/**
* Creates a new FloatBuffer with the same contents as the given
* FloatBuffer. The new FloatBuffer is seperate from the old one and changes
* FloatBuffer. The new FloatBuffer is separate from the old one and changes
* are not reflected across. If you want to reflect changes, consider using
* Buffer.duplicate().
*
@ -960,7 +960,7 @@ public final class BufferUtils {
/**
* Creates a new IntBuffer with the same contents as the given IntBuffer.
* The new IntBuffer is seperate from the old one and changes are not
* The new IntBuffer is separate from the old one and changes are not
* reflected across. If you want to reflect changes, consider using
* Buffer.duplicate().
*
@ -1116,7 +1116,7 @@ public final class BufferUtils {
/**
* Creates a new ShortBuffer with the same contents as the given ShortBuffer.
* The new ShortBuffer is seperate from the old one and changes are not
* The new ShortBuffer is separate from the old one and changes are not
* reflected across. If you want to reflect changes, consider using
* Buffer.duplicate().
*

@ -124,7 +124,7 @@ public class ListSort<T> {
}
/**
* Allocate temp veriables for the given length This method should be called
* Allocate temp variables for the given length This method should be called
* at least once, but only if the length of the list to sort changed before
* sorting
*
@ -427,7 +427,7 @@ public class ListSort<T> {
/**
* Merge runs A and B where A index in the stack is idx and B index is idx+1
*
* @param idx index of the firts of two runs to merge
* @param idx index of the first of two runs to merge
*/
private void mergeRuns(int idx) {

@ -67,10 +67,10 @@ import java.util.logging.Logger;
* This appState is for debug purpose only, and was made to provide an easy way
* to test shaders, with a live update capability.
*
* This calss provides and easy way to reload a material and catches compilation
* This class provides and easy way to reload a material and catches compilation
* errors when needed and displays the error in the console.
*
* If no error accur on compilation, the material is reloaded in the scene.
* If no error occur on compilation, the material is reloaded in the scene.
*
* You can either trigger the reload when pressing a key (or whatever input is
* supported by Triggers you can attach to the input manager), or trigger it

@ -23,7 +23,7 @@ import java.util.logging.Logger;
* https://developer.blender.org/diffusion/B/browse/master/intern/mikktspace/mikktspace.c
* https://developer.blender.org/diffusion/B/browse/master/intern/mikktspace/mikktspace.h
*
* MikkTspace looks like the new standard of tengent generation in 3D softwares.
* MikkTspace looks like the new standard of tangent generation in 3D softwares.
* Xnormal, Blender, Substance painter, and many more use it.
*
* Usage is :

@ -81,7 +81,7 @@ import java.util.logging.Logger;
* informations can be found here http://www.melax.com/polychop
* http://sajty.elementfx.com/progressivemesh/GSoC2012.pdf </p>
*
* <p>The algorithm sort the vertice according to their collapsse cost
* <p>The algorithm sort vertices according to their collapse cost
* ascending. It collapse from the "cheapest" vertex to the more expensive.<br>
* <strong>Usage : </strong><br>
* <pre>
@ -111,7 +111,7 @@ public class LodGenerator {
private Mesh mesh;
/**
* Describe the way trinagles will be removed. <br> PROPORTIONAL :
* Describe the way triangles will be removed. <br> PROPORTIONAL :
* Percentage of triangles to be removed from the mesh. Valid range is a
* number between 0.0 and 1.0 <br> CONSTANT : Triangle count to be removed
* from the mesh. Pass only integers or it will be rounded. <br>
@ -240,7 +240,7 @@ public class LodGenerator {
}
}
/**
* Compartator used to sort vertices according to their collapse cost
* Comparator used to sort vertices according to their collapse cost
*/
private Comparator collapseComparator = new Comparator<Vertex>() {
public int compare(Vertex o1, Vertex o2) {
@ -525,14 +525,14 @@ public class LodGenerator {
/**
* Computes the lod and return a list of VertexBuffers that can then be used
* for lod (use Mesg.setLodLevels(VertexBuffer[]))<br>
* for lod (use Mesh.setLodLevels(VertexBuffer[]))<br>
*
* This method must be fed with the reduction method
* {@link TriangleReductionMethod} and a list of reduction values.<br> for
* each value a lod will be generated. <br> The resulting array will always
* contain at index 0 the original index buffer of the mesh. <p>
* <strong>Important note :</strong> some meshes cannot be decimated, so the
* result of this method can varry depending of the given mesh. Also the
* result of this method can vary depending of the given mesh. Also the
* reduction values are indicative and the produces mesh will not always
* meet the required reduction.
*
@ -597,7 +597,7 @@ public class LodGenerator {
* This method must be fed with the reduction method
* {@link TriangleReductionMethod} and a list of reduction values.<br> for
* each value a lod will be generated. <p> <strong>Important note :</strong>
* some meshes cannot be decimated, so the result of this method can varry
* some meshes cannot be decimated, so the result of this method can vary
* depending of the given mesh. Also the reduction values are indicative and
* the produces mesh will not always meet the required reduction.
*

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