comment corrections in jme3-core: mostly spelling and grammar
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@ -1,5 +1,5 @@
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/*
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* Copyright (c) 2009-2017 jMonkeyEngine
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* Copyright (c) 2009-2018 jMonkeyEngine
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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@ -550,7 +550,7 @@ public final class Bone implements Savable, JmeCloneable {
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}
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/**
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* Updates world transforms for this bone and it's children.
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* Updates world transforms for this bone and its children.
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*/
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public final void update() {
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this.updateModelTransforms();
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@ -590,7 +590,7 @@ public final class Bone implements Savable, JmeCloneable {
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}
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/**
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* Reset the bone and it's children to bind pose.
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* Reset the bone and its children to bind pose.
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*/
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final void reset() {
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if (!userControl) {
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@ -677,7 +677,7 @@ public final class Bone implements Savable, JmeCloneable {
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modelPos.set(translation);
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modelRot.set(rotation);
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//if there is an attached Node we need to set it's local transforms too.
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//if there is an attached Node we need to set its local transforms too.
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if(attachNode != null){
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attachNode.setLocalTranslation(translation);
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attachNode.setLocalRotation(rotation);
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@ -1,5 +1,5 @@
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/*
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* Copyright (c) 2009-2012 jMonkeyEngine
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* Copyright (c) 2009-2018 jMonkeyEngine
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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@ -169,7 +169,7 @@ public final class Skeleton implements Savable, JmeCloneable {
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}
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/**
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* Saves the current skeleton state as it's binding pose.
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* Saves the current skeleton state as its binding pose.
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*/
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public void setBindingPose() {
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for (int i = rootBones.length - 1; i >= 0; i--) {
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@ -1,5 +1,5 @@
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/*
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* Copyright (c) 2009-2017 jMonkeyEngine
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* Copyright (c) 2009-2018 jMonkeyEngine
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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@ -163,7 +163,7 @@ public class SkeletonControl extends AbstractControl implements Cloneable, JmeCl
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/**
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* Specifies if hardware skinning is preferred. If it is preferred and
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* supported by GPU, it shall be enabled, if its not preferred, or not
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* supported by GPU, it shall be enabled, if it's not preferred, or not
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* supported by GPU, then it shall be disabled.
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*
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* @param preferred
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@ -1,5 +1,5 @@
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/*
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* Copyright (c) 2009-2012 jMonkeyEngine
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* Copyright (c) 2009-2018 jMonkeyEngine
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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@ -217,7 +217,7 @@ public interface AssetManager {
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* Load an asset from a key, the asset will be located
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* by one of the {@link AssetLocator} implementations provided in the
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* {@link AssetManager#registerLocator(java.lang.String, java.lang.Class) }
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* call. If located successfully, it will be loaded via the the appropriate
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* call. If located successfully, it will be loaded via the appropriate
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* {@link AssetLoader} implementation based on the file's extension, as
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* specified in the call
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* {@link AssetManager#registerLoader(java.lang.Class, java.lang.String[]) }.
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@ -1,5 +1,5 @@
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/*
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* Copyright (c) 2009-2012 jMonkeyEngine
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* Copyright (c) 2009-2018 jMonkeyEngine
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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@ -217,7 +217,7 @@ class SweepSphere implements Collidable {
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float signedDistanceToPlane = triPlane.pseudoDistance(sCenter);
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if (normalDotVelocity == 0.0f){
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// we are travelling exactly parrallel to the plane
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// we are travelling exactly parallel to the plane
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if (FastMath.abs(signedDistanceToPlane) >= 1.0f){
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// no collision possible
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return null;
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@ -430,7 +430,7 @@ public class InputManager implements RawInputListener {
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public void onMouseMotionEvent(MouseMotionEvent evt) {
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/*
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* If events aren't allowed, the event may be a "first mouse event"
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* triggered by the constructor setting the the mouse listener.
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* triggered by the constructor setting the mouse listener.
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* In that case, use the event to initialize the cursor position,
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* but don't queue it for futher processing.
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* This is part of the fix for issue #792.
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@ -1,5 +1,5 @@
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/*
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* Copyright (c) 2009-2012 jMonkeyEngine All rights reserved.
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* Copyright (c) 2009-2018 jMonkeyEngine All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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@ -562,7 +562,7 @@ public final class ColorRGBA implements Savable, Cloneable, java.io.Serializable
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/**
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* Transform this <code>ColorRGBA</code> to a <code>Vector3f</code> using
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* x = r, y = g, z = b. The Alpha value is not used.
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* This method is useful to use for shaders assignment.
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* This method is useful for shader assignments.
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* @return A <code>Vector3f</code> containing the RGB value of this <code>ColorRGBA</code>.
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*/
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public Vector3f toVector3f() {
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@ -572,7 +572,7 @@ public final class ColorRGBA implements Savable, Cloneable, java.io.Serializable
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/**
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* Transform this <code>ColorRGBA</code> to a <code>Vector4f</code> using
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* x = r, y = g, z = b, w = a.
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* This method is useful to use for shaders assignment.
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* This method is useful for shader assignments.
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* @return A <code>Vector4f</code> containing the RGBA value of this <code>ColorRGBA</code>.
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*/
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public Vector4f toVector4f() {
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@ -587,8 +587,8 @@ public final class ColorRGBA implements Savable, Cloneable, java.io.Serializable
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* Note that the values will be gamma corrected to be stored in linear space
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* GAMMA value is 2.2
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*
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* Note that no correction will be performed on the alpha channel as it's
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* conventionnally doesn't represent a color itself
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* Note that no correction will be performed on the alpha channel as it
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* conventionally doesn't represent a color itself
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*
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* @param r the red value in sRGB color space
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* @param g the green value in sRGB color space
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@ -1,5 +1,5 @@
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/*
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* Copyright (c) 2009-2012 jMonkeyEngine
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* Copyright (c) 2009-2018 jMonkeyEngine
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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@ -689,7 +689,7 @@ public final class Quaternion implements Savable, Cloneable, java.io.Serializabl
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float invSinTheta = 1f / FastMath.sin(theta);
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// Calculate the scale for q1 and q2, according to the angle and
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// it's sine value
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// its sine
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scale0 = FastMath.sin((1 - t) * theta) * invSinTheta;
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scale1 = FastMath.sin((t * theta)) * invSinTheta;
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}
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@ -746,7 +746,7 @@ public final class Quaternion implements Savable, Cloneable, java.io.Serializabl
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float invSinTheta = 1f / FastMath.sin(theta);
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// Calculate the scale for q1 and q2, according to the angle and
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// it's sine value
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// its sine
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scale0 = FastMath.sin((1 - changeAmnt) * theta) * invSinTheta;
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scale1 = FastMath.sin((changeAmnt * theta)) * invSinTheta;
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}
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@ -1161,7 +1161,7 @@ public final class Quaternion implements Savable, Cloneable, java.io.Serializabl
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/**
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* <code>inverse</code> calculates the inverse of this quaternion and
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* returns this quaternion after it is calculated. If this quaternion does
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* not have an inverse (if it's normal is 0 or less), nothing happens
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* not have an inverse (if its normal is 0 or less), nothing happens
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*
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* @return the inverse of this quaternion
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*/
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@ -1,5 +1,5 @@
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/*
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* Copyright (c) 2009-2017 jMonkeyEngine
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* Copyright (c) 2009-2018 jMonkeyEngine
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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@ -186,7 +186,7 @@ public final class Transform implements Savable, Cloneable, java.io.Serializable
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}
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/**
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* Changes the values of this matrix according to it's parent. Very similar to the concept of Node/Spatial transforms.
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* Changes the values of this matrix according to its parent. Very similar to the concept of Node/Spatial transforms.
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* @param parent The parent matrix.
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* @return This matrix, after combining.
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*/
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@ -1,5 +1,5 @@
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/*
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* Copyright (c) 2009-2012 jMonkeyEngine
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* Copyright (c) 2009-2018 jMonkeyEngine
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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@ -631,7 +631,7 @@ public final class Vector2f implements Savable, Cloneable, java.io.Serializable
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/**
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* <code>hashCode</code> returns a unique code for this vector object
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* based on it's values. If two vectors are logically equivalent, they will
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* based on its values. If two vectors are logically equivalent, they will
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* return the same hash code value.
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*
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* @return the hash code value of this vector.
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@ -1,5 +1,5 @@
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/*
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* Copyright (c) 2009-2017 jMonkeyEngine
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* Copyright (c) 2009-2018 jMonkeyEngine
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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@ -321,7 +321,7 @@ public final class Vector3f implements Savable, Cloneable, java.io.Serializable
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* the vector to take the cross product of with this.
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* @param result
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* the vector to store the cross product result.
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* @return result, after recieving the cross product vector.
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* @return result, after receiving the cross product vector.
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*/
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public Vector3f cross(Vector3f v,Vector3f result) {
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return cross(v.x, v.y, v.z, result);
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@ -339,7 +339,7 @@ public final class Vector3f implements Savable, Cloneable, java.io.Serializable
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* z component of the vector to take the cross product of with this.
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* @param result
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* the vector to store the cross product result.
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* @return result, after recieving the cross product vector.
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* @return result, after receiving the cross product vector.
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*/
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public Vector3f cross(float otherX, float otherY, float otherZ, Vector3f result) {
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if (result == null) result = new Vector3f();
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@ -972,7 +972,7 @@ public final class Vector3f implements Savable, Cloneable, java.io.Serializable
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/**
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* <code>hashCode</code> returns a unique code for this vector object based
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* on it's values. If two vectors are logically equivalent, they will return
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* on its values. If two vectors are logically equivalent, they will return
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* the same hash code value.
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* @return the hash code value of this vector.
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*/
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@ -1,5 +1,5 @@
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/*
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* Copyright (c) 2009-2017 jMonkeyEngine
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* Copyright (c) 2009-2018 jMonkeyEngine
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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@ -877,7 +877,7 @@ public final class Vector4f implements Savable, Cloneable, java.io.Serializable
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/**
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* <code>hashCode</code> returns a unique code for this vector object based
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* on it's values. If two vectors are logically equivalent, they will return
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* on its values. If two vectors are logically equivalent, they will return
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* the same hash code value.
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* @return the hash code value of this vector.
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*/
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@ -1,5 +1,5 @@
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/*
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* Copyright (c) 2009-2014 jMonkeyEngine
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* Copyright (c) 2009-2018 jMonkeyEngine
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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@ -870,7 +870,7 @@ public final class GLRenderer implements Renderer {
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}
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private int convertBlendEquationAlpha(RenderState.BlendEquationAlpha blendEquationAlpha) {
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//Note: InheritColor mode should already be handled, that is why it does not belong the the switch case.
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//Note: InheritColor mode should already be handled, that is why it does not belong the switch case.
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switch (blendEquationAlpha) {
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case Add:
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return GL2.GL_FUNC_ADD;
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@ -1,5 +1,5 @@
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/*
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* Copyright (c) 2009-2012 jMonkeyEngine
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* Copyright (c) 2009-2018 jMonkeyEngine
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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@ -571,7 +571,7 @@ public class Geometry extends Spatial {
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super.cloneFields(cloner, original);
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// If this is a grouped node and if our group node is
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// also cloned then we'll grab it's reference.
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// also cloned then we'll grab its reference.
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if( groupNode != null ) {
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if( cloner.isCloned(groupNode) ) {
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// Then resolve the reference
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/*
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* Copyright (c) 2009-2017 jMonkeyEngine
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* Copyright (c) 2009-2018 jMonkeyEngine
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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@ -353,7 +353,7 @@ public class Mesh implements Savable, Cloneable, JmeCloneable {
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VertexBuffer pos = getBuffer(Type.Position);
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if (pos == null || getBuffer(Type.BoneIndex) == null) {
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// ignore, this mesh doesn't have positional data
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// or it doesn't have bone-vertex assignments, so its not animated
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// or it doesn't have bone-vertex assignments, so it's not animated
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return;
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}
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/*
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* Copyright (c) 2009-2012 jMonkeyEngine
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* Copyright (c) 2009-2018 jMonkeyEngine
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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@ -154,7 +154,7 @@ public class Node extends Spatial {
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@Override
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protected void updateWorldBound(){
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super.updateWorldBound();
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// for a node, the world bound is a combination of all it's children
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// for a node, the world bound is a combination of all its children
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// bounds
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BoundingVolume resultBound = null;
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for (Spatial child : children.getArray()) {
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/*
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* Copyright (c) 2009-2013 jMonkeyEngine
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* Copyright (c) 2009-2018 jMonkeyEngine
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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@ -59,7 +59,7 @@ import java.util.logging.Logger;
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/**
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* <code>Spatial</code> defines the base class for scene graph nodes. It
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* maintains a link to a parent, it's local transforms and the world's
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* maintains a link to a parent, its local transforms and the world's
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* transforms. All other scene graph elements, such as {@link Node} and
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* {@link Geometry} are subclasses of <code>Spatial</code>.
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*
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@ -567,8 +567,8 @@ public abstract class Spatial implements Savable, Cloneable, Collidable, Cloneab
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* Should be overridden by Node and Geometry.
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*/
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protected void updateWorldBound() {
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// the world bound of a leaf is the same as it's model bound
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// for a node, the world bound is a combination of all it's children
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// the world bound of a leaf is the same as its model bound
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// for a node, the world bound is a combination of all its children
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// bounds
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// -> handled by subclass
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refreshFlags &= ~RF_BOUND;
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@ -966,7 +966,7 @@ public abstract class Spatial implements Savable, Cloneable, Collidable, Cloneab
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}
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/**
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* <code>removeFromParent</code> removes this Spatial from it's parent.
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* <code>removeFromParent</code> removes this Spatial from its parent.
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*
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* @return true if it has a parent and performed the remove.
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*/
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/*
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* Copyright (c) 2009-2012 jMonkeyEngine
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* Copyright (c) 2009-2018 jMonkeyEngine
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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@ -49,7 +49,7 @@ import java.io.IOException;
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import java.nio.FloatBuffer;
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/**
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* A simple cylinder, defined by it's height and radius.
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* A simple cylinder, defined by its height and radius.
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* (Ported to jME3)
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*
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* @author Mark Powell
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@ -1,5 +1,5 @@
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/*
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* Copyright (c) 2009-2012 jMonkeyEngine
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* Copyright (c) 2009-2018 jMonkeyEngine
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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@ -98,7 +98,7 @@ public abstract class AbstractBox extends Mesh {
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/**
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* Update the points that define the texture of the box.
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* <p>
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* It's a one-to-one ratio, where each plane of the box has it's own copy
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* It's a one-to-one ratio, where each plane of the box has its own copy
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* of the texture. That is, the texture is repeated one time for each face.
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*/
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protected abstract void duUpdateGeometryTextures();
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@ -1,5 +1,5 @@
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/*
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* Copyright (c) 2009-2012 jMonkeyEngine
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* Copyright (c) 2009-2018 jMonkeyEngine
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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@ -113,7 +113,7 @@ public class Box extends AbstractBox {
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* Constructor instantiates a new <code>Box</code> object.
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* <p>
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* The minimum and maximum point are provided, these two points define the
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* shape and size of the box but not it's orientation or position. You should
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* shape and size of the box but not its orientation or position. You should
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* use the {@link com.jme3.scene.Spatial#setLocalTranslation(com.jme3.math.Vector3f) }
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* and {@link com.jme3.scene.Spatial#setLocalRotation(com.jme3.math.Quaternion) }
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* methods to define those properties.
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@ -136,7 +136,7 @@ public class Box extends AbstractBox {
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/**
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* Creates a clone of this box.
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* <p>
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* The cloned box will have '_clone' appended to it's name, but all other
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* The cloned box will have '_clone' appended to its name, but all other
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* properties will be the same as this box.
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*/
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@Override
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/*
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* Copyright (c) 2009-2012 jMonkeyEngine
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* Copyright (c) 2009-2018 jMonkeyEngine
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* All rights reserved.
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*
|
||||
* Redistribution and use in source and binary forms, with or without
|
||||
@ -44,7 +44,7 @@ import com.jme3.util.BufferUtils;
|
||||
import java.io.IOException;
|
||||
|
||||
/**
|
||||
* A simple cylinder, defined by it's height and radius.
|
||||
* A simple cylinder, defined by its height and radius.
|
||||
* (Ported to jME3)
|
||||
*
|
||||
* @author Mark Powell
|
||||
|
@ -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
|
||||
@ -82,7 +82,7 @@ public class Glsl100ShaderGenerator extends ShaderGenerator {
|
||||
* {@inheritDoc}
|
||||
*
|
||||
* attributes are all declared, inPositon is declared even if it's not in
|
||||
* the list and it's condition is nulled.
|
||||
* the list and its condition is nulled.
|
||||
*/
|
||||
@Override
|
||||
protected void generateAttributes(StringBuilder source, ShaderGenerationInfo info) {
|
||||
@ -331,7 +331,7 @@ public class Glsl100ShaderGenerator extends ShaderGenerator {
|
||||
* declares a variable, embed in a conditional block if needed. the namespace is appended with "_"
|
||||
* @param source the StringBuilder to use
|
||||
* @param var the variable to declare
|
||||
* @param value the initialization value to assign the the variable
|
||||
* @param value the initialization value to assign the variable
|
||||
*/
|
||||
protected void declareVariable(StringBuilder source, ShaderNodeVariable var, String value) {
|
||||
declareVariable(source, var, value, true, null);
|
||||
@ -352,7 +352,7 @@ public class Glsl100ShaderGenerator extends ShaderGenerator {
|
||||
* declares a variable, embed in a conditional block if needed.
|
||||
* @param source the StringBuilder to use
|
||||
* @param var the variable to declare
|
||||
* @param value the initialization value to assign the the variable
|
||||
* @param value the initialization value to assign the variable
|
||||
* @param appendNameSpace true to append the nameSpace + "_"
|
||||
* @param modifier the modifier of the variable (attribute, varying, in , out,...)
|
||||
*/
|
||||
@ -529,7 +529,7 @@ public class Glsl100ShaderGenerator extends ShaderGenerator {
|
||||
* appropriate defined based on the mapping condition of this variable.
|
||||
* Complex condition syntax are handled.
|
||||
*
|
||||
* @param nodeSource the sahderNode source code
|
||||
* @param nodeSource the shaderNode source code
|
||||
* @param shaderNode the ShaderNode being processed
|
||||
* @return the modified shaderNode source.
|
||||
*/
|
||||
@ -608,7 +608,7 @@ 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 implementation but can be used in overridings
|
||||
* this in not used in this implementation but can be used in overriding
|
||||
* implementation
|
||||
*/
|
||||
protected void declareVarying(StringBuilder source, ShaderNodeVariable var, boolean input) {
|
||||
|
@ -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
|
||||
@ -65,7 +65,7 @@ public final class Shader extends NativeObject {
|
||||
private final IntMap<Attribute> attribs;
|
||||
|
||||
/**
|
||||
* Type of shader. The shader will control the pipeline of it's type.
|
||||
* Type of shader. The shader will control the pipeline of its type.
|
||||
*/
|
||||
public static enum ShaderType {
|
||||
|
||||
@ -106,7 +106,7 @@ public final class Shader extends NativeObject {
|
||||
|
||||
/**
|
||||
* Shader source describes a shader object in OpenGL. Each shader source
|
||||
* is assigned a certain pipeline which it controls (described by it's type).
|
||||
* is assigned a certain pipeline which it controls (described by its type).
|
||||
*/
|
||||
public static class ShaderSource extends NativeObject {
|
||||
|
||||
|
@ -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
|
||||
@ -220,7 +220,7 @@ public abstract class ShaderGenerator {
|
||||
* @see ShaderGenerator#generateNodeMainSection
|
||||
*
|
||||
* @param loadedSource the actual source code loaded for this node.
|
||||
* @param shaderPath path the the shader file
|
||||
* @param shaderPath path to the shader file
|
||||
* @param sourceDeclaration the Shader declaration part string builder.
|
||||
* @param source the Shader main part StringBuilder.
|
||||
* @param shaderNode the shader node.
|
||||
@ -283,7 +283,7 @@ public abstract class ShaderGenerator {
|
||||
|
||||
/**
|
||||
* Appends the given shaderNode declarative part to the shader declarative
|
||||
* part. If needed the sahder type can be determined by fetching the
|
||||
* part. If needed the shader type can be determined by fetching the
|
||||
* shaderNode's definition type.
|
||||
*
|
||||
* @see ShaderNode#getDefinition()
|
||||
|
@ -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
|
||||
@ -178,7 +178,7 @@ public abstract class AbstractShadowFilter<T extends AbstractShadowRenderer> ext
|
||||
}
|
||||
|
||||
/**
|
||||
* returns the shdaow intensity
|
||||
* returns the shadow intensity
|
||||
*
|
||||
* @see #setShadowIntensity(float shadowIntensity)
|
||||
* @return shadowIntensity
|
||||
@ -302,7 +302,7 @@ public abstract class AbstractShadowFilter<T extends AbstractShadowRenderer> ext
|
||||
|
||||
|
||||
/**
|
||||
* returns the the edge filtering mode
|
||||
* returns the edge filtering mode
|
||||
*
|
||||
* @see EdgeFilteringMode
|
||||
* @return
|
||||
|
@ -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
|
||||
@ -482,7 +482,7 @@ public abstract class AbstractShadowRenderer implements SceneProcessor, Savable,
|
||||
getReceivers(lightReceivers);
|
||||
|
||||
if (lightReceivers.size() != 0) {
|
||||
//setting params to recieving geometry list
|
||||
//setting params to receiving geometry list
|
||||
setMatParams(lightReceivers);
|
||||
|
||||
Camera cam = viewPort.getCamera();
|
||||
|
@ -1,5 +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
|
||||
@ -42,10 +42,10 @@ 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
|
||||
@ -100,7 +100,7 @@ public class DirectionalLightShadowFilter extends AbstractShadowFilter<Direction
|
||||
}
|
||||
|
||||
/**
|
||||
* returns the labda parameter
|
||||
* returns the lambda parameter
|
||||
*
|
||||
* @see #setLambda(float lambda)
|
||||
* @return lambda
|
||||
@ -111,12 +111,12 @@ public class DirectionalLightShadowFilter extends AbstractShadowFilter<Direction
|
||||
|
||||
/**
|
||||
* 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.
|
||||
*/
|
||||
@ -125,7 +125,7 @@ public class DirectionalLightShadowFilter extends AbstractShadowFilter<Direction
|
||||
}
|
||||
|
||||
/**
|
||||
* retruns true if stabilization is enabled
|
||||
* returns true if stabilization is enabled
|
||||
* @return
|
||||
*/
|
||||
public boolean isEnabledStabilization() {
|
||||
@ -133,8 +133,8 @@ public class DirectionalLightShadowFilter extends AbstractShadowFilter<Direction
|
||||
}
|
||||
|
||||
/**
|
||||
* 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
|
||||
*/
|
||||
|
@ -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
|
||||
@ -51,11 +51,11 @@ import com.jme3.util.clone.Cloner;
|
||||
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/>
|
||||
@ -73,7 +73,7 @@ public class DirectionalLightShadowRenderer extends AbstractShadowRenderer {
|
||||
private boolean stabilize = true;
|
||||
|
||||
/**
|
||||
* Used for serialzation use
|
||||
* Used for serialization use
|
||||
* DirectionalLightShadowRenderer#DirectionalLightShadowRenderer(AssetManager
|
||||
* assetManager, int shadowMapSize, int nbSplits)
|
||||
*/
|
||||
@ -234,7 +234,7 @@ public class DirectionalLightShadowRenderer extends AbstractShadowRenderer {
|
||||
}
|
||||
|
||||
/**
|
||||
* returns the labda parameter see #setLambda(float lambda)
|
||||
* returns the lambda parameter see #setLambda(float lambda)
|
||||
*
|
||||
* @return lambda
|
||||
*/
|
||||
@ -244,10 +244,10 @@ public class DirectionalLightShadowRenderer extends AbstractShadowRenderer {
|
||||
|
||||
/*
|
||||
* 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) {
|
||||
@ -262,8 +262,8 @@ public class DirectionalLightShadowRenderer extends AbstractShadowRenderer {
|
||||
}
|
||||
|
||||
/**
|
||||
* 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
|
||||
*/
|
||||
|
@ -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
|
||||
@ -42,10 +42,10 @@ import java.io.IOException;
|
||||
/**
|
||||
*
|
||||
* This Filter does basically the same as a PointLightShadowRenderer except it
|
||||
* renders the post shadow pass as a fulscreen quad pass instead of a geometry
|
||||
* renders the post shadow pass as a fullscreen quad pass instead of a geometry
|
||||
* pass. It's mostly faster than PointLightShadowRenderer 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
|
||||
|
@ -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
|
||||
@ -52,9 +52,9 @@ import java.io.IOException;
|
||||
/**
|
||||
*
|
||||
* This Filter does basically the same as a PssmShadowRenderer except it renders
|
||||
* the post shadow pass as a fulscreen 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.
|
||||
* 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 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
|
||||
*
|
||||
@ -160,10 +160,10 @@ public class PssmShadowFilter extends Filter {
|
||||
|
||||
/**
|
||||
* 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) {
|
||||
|
@ -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
|
||||
@ -63,11 +63,11 @@ import java.util.ArrayList;
|
||||
import java.util.List;
|
||||
|
||||
/**
|
||||
* PssmShadow renderer use Parrallel Split Shadow Mapping technique (pssm)<br>
|
||||
* PssmShadow 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 shadow mapping.<br> for
|
||||
* 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/>
|
||||
@ -324,7 +324,7 @@ public class PssmShadowRenderer implements SceneProcessor {
|
||||
applyHWShadows = true;
|
||||
}
|
||||
|
||||
//debug function that create a displayable frustrum
|
||||
//debug function that create a displayable frustum
|
||||
private Geometry createFrustum(Vector3f[] pts, int i) {
|
||||
WireFrustum frustum = new WireFrustum(pts);
|
||||
Geometry frustumMdl = new Geometry("f", frustum);
|
||||
@ -484,7 +484,7 @@ public class PssmShadowRenderer implements SceneProcessor {
|
||||
}
|
||||
|
||||
/**
|
||||
* For debugging purpose Allow to "snapshot" the current frustrum to the
|
||||
* For debugging purpose Allow to "snapshot" the current frustum to the
|
||||
* scene
|
||||
*/
|
||||
public void displayDebug() {
|
||||
@ -497,7 +497,7 @@ public class PssmShadowRenderer implements SceneProcessor {
|
||||
displayShadowMap(renderManager.getRenderer());
|
||||
}
|
||||
if (!noOccluders) {
|
||||
//setting params to recieving geometry list
|
||||
//setting params to receiving geometry list
|
||||
setMatParams();
|
||||
|
||||
Camera cam = viewPort.getCamera();
|
||||
@ -604,10 +604,10 @@ public class PssmShadowRenderer implements SceneProcessor {
|
||||
|
||||
/*
|
||||
* 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) {
|
||||
|
@ -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
|
||||
@ -42,10 +42,10 @@ import java.io.IOException;
|
||||
/**
|
||||
*
|
||||
* This Filter does basically the same as a SpotLightShadowRenderer except it
|
||||
* renders the post shadow pass as a fulscreen quad pass instead of a geometry
|
||||
* 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 only
|
||||
* 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
|
||||
|
@ -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
|
||||
@ -52,11 +52,11 @@ import com.jme3.util.clone.Cloner;
|
||||
import java.io.IOException;
|
||||
|
||||
/**
|
||||
* SpotLightShadowRenderer renderer use Parrallel Split Shadow Mapping technique
|
||||
* SpotLightShadowRenderer 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 shadow
|
||||
* 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/>
|
||||
|
@ -1,5 +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
|
||||
@ -1084,7 +1084,7 @@ public final class AppSettings extends HashMap<String, Object> {
|
||||
}
|
||||
|
||||
/**
|
||||
* Determine if the the display context will swap buffers every frame.
|
||||
* Determine if the display context will swap buffers every frame.
|
||||
*
|
||||
* @return True if buffer swapping is enabled, false otherwise.
|
||||
*
|
||||
|
@ -1,5 +1,5 @@
|
||||
/*
|
||||
* Copyright (c) 2009-2015 jMonkeyEngine
|
||||
* Copyright (c) 2009-2018 jMonkeyEngine
|
||||
* All rights reserved.
|
||||
*
|
||||
* Redistribution and use in source and binary forms, with or without
|
||||
@ -61,7 +61,7 @@ public final class LastTextureState {
|
||||
anisoFilter = 1;
|
||||
|
||||
// The default in OpenGL is OFF, so we avoid setting this per texture
|
||||
// if its not used.
|
||||
// if it's not used.
|
||||
shadowCompareMode = Texture.ShadowCompareMode.Off;
|
||||
}
|
||||
}
|
||||
|
@ -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
|
||||
@ -85,7 +85,7 @@ public class SkyFactory {
|
||||
* Create a sky with radius=10 using the given cubemap or spheremap texture.
|
||||
*
|
||||
* For the sky to be visible, its radius must fall between the near and far
|
||||
* planes of the camera's frustrum.
|
||||
* planes of the camera's frustum.
|
||||
*
|
||||
* @param assetManager from which to load materials
|
||||
* @param texture to use
|
||||
@ -115,7 +115,7 @@ public class SkyFactory {
|
||||
* Create a sky with radius=10 using the given cubemap or spheremap texture.
|
||||
*
|
||||
* For the sky to be visible, its radius must fall between the near and far
|
||||
* planes of the camera's frustrum.
|
||||
* planes of the camera's frustum.
|
||||
*
|
||||
* @param assetManager from which to load materials
|
||||
* @param texture to use
|
||||
@ -149,7 +149,7 @@ public class SkyFactory {
|
||||
* </ul>
|
||||
* @param sphereRadius the sky sphere's radius: for the sky to be visible,
|
||||
* its radius must fall between the near and far planes of the camera's
|
||||
* frustrum
|
||||
* frustum
|
||||
* @return a new spatial representing the sky, ready to be attached to the
|
||||
* scene graph
|
||||
* @deprecated use {@link SkyFactory#createSky(com.jme3.asset.AssetManager, com.jme3.texture.Texture, com.jme3.math.Vector3f, com.jme3.util.SkyFactory.EnvMapType, int)}
|
||||
@ -171,7 +171,7 @@ public class SkyFactory {
|
||||
* @param envMapType see {@link EnvMapType}
|
||||
* @param sphereRadius the sky sphere's radius: for the sky to be visible,
|
||||
* its radius must fall between the near and far planes of the camera's
|
||||
* frustrum
|
||||
* frustum
|
||||
* @return a new spatial representing the sky, ready to be attached to the
|
||||
* scene graph
|
||||
*/
|
||||
@ -191,7 +191,7 @@ public class SkyFactory {
|
||||
skyMat.setVector3("NormalScale", normalScale);
|
||||
switch (envMapType){
|
||||
case CubeMap :
|
||||
// make sure its a cubemap
|
||||
// make sure it's a cubemap
|
||||
if (!(texture instanceof TextureCubeMap)) {
|
||||
Image img = texture.getImage();
|
||||
texture = new TextureCubeMap();
|
||||
@ -342,7 +342,7 @@ public class SkyFactory {
|
||||
* Create a cube-mapped sky with radius=10 using six textures.
|
||||
*
|
||||
* For the sky to be visible, its radius must fall between the near and far
|
||||
* planes of the camera's frustrum.
|
||||
* planes of the camera's frustum.
|
||||
*
|
||||
* @param assetManager from which to load materials
|
||||
* @param west texture for the western face of the cube
|
||||
@ -379,7 +379,7 @@ public class SkyFactory {
|
||||
* transformation to the normal.
|
||||
* @param sphereRadius the sky sphere's radius: for the sky to be visible,
|
||||
* its radius must fall between the near and far planes of the camera's
|
||||
* frustrum
|
||||
* frustum
|
||||
* @return a new spatial representing the sky, ready to be attached to the
|
||||
* scene graph
|
||||
*/
|
||||
|
@ -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
|
||||
@ -266,7 +266,7 @@ public class TangentBinormalGenerator {
|
||||
return vertices;
|
||||
}
|
||||
|
||||
//Don't remove splitmirorred boolean,It's not used right now, but i intend to
|
||||
//Don't remove splitmirorred boolean,It's not used right now, but I intend to
|
||||
//make this method also split vertice with rotated tangent space and I'll
|
||||
//add another splitRotated boolean
|
||||
private static List<VertexData> splitVertices(Mesh mesh, List<VertexData> vertexData, boolean splitMirorred) {
|
||||
|
@ -1,5 +1,5 @@
|
||||
/*
|
||||
* Copyright (c) 2016 jMonkeyEngine
|
||||
* Copyright (c) 2016-2018 jMonkeyEngine
|
||||
* All rights reserved.
|
||||
*
|
||||
* Redistribution and use in source and binary forms, with or without
|
||||
@ -88,7 +88,7 @@ public interface JmeCloneable extends Cloneable {
|
||||
*
|
||||
* @param cloner The cloner that is performing the cloning operation. The
|
||||
* cloneFields method can call back into the cloner to make
|
||||
* clones if its subordinate fields.
|
||||
* clones of its subordinate fields.
|
||||
* @param original The original object from which this object was cloned.
|
||||
* This is provided for the very rare case that this object needs
|
||||
* to refer to its original for some reason. In general, all of
|
||||
|
@ -950,7 +950,7 @@ public class MikktspaceTangentGenerator {
|
||||
}
|
||||
if ((pMyTriInfo.flag & GROUP_WITH_ANY) != 0) {
|
||||
// first to group with a group-with-anything triangle
|
||||
// determines it's orientation.
|
||||
// determines its orientation.
|
||||
// This is the only existing order dependency in the code!!
|
||||
if (pMyTriInfo.assignedGroup[0] == null
|
||||
&& pMyTriInfo.assignedGroup[1] == null
|
||||
|
@ -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
|
||||
@ -975,7 +975,7 @@ final class BinaryInputCapsule implements InputCapsule {
|
||||
/*
|
||||
* UTF-8 crash course:
|
||||
*
|
||||
* UTF-8 codepoints map to UTF-16 codepoints and vv, which is what Java uses for it's Strings.
|
||||
* UTF-8 codepoints map to UTF-16 codepoints and vv, which is what Java uses for its Strings.
|
||||
* (so a UTF-8 codepoint can contain all possible values for a Java char)
|
||||
*
|
||||
* A UTF-8 codepoint can be 1, 2 or 3 bytes long. How long a codepint is can be told by reading the first byte:
|
||||
|
@ -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
|
||||
@ -932,7 +932,7 @@ public class J3MLoader implements AssetLoader {
|
||||
}
|
||||
|
||||
/**
|
||||
* Internal object used for holding a {@link com.jme3.material.plugins.J3MLoader.TextureOption} and it's value. Also
|
||||
* Internal object used for holding a {@link com.jme3.material.plugins.J3MLoader.TextureOption} and its value. Also
|
||||
* contains a couple of convenience methods for applying the TextureOption to either a TextureKey or a Texture.
|
||||
*/
|
||||
private static class TextureOptionValue {
|
||||
|
@ -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
|
||||
@ -312,7 +312,7 @@ public final class TGALoader implements AssetLoader {
|
||||
rawData[rawDataIndex++] = alpha;
|
||||
}
|
||||
} else {
|
||||
// Its not RLE packed, but the next <count> pixels are raw.
|
||||
// It's not RLE packed, but the next <count> pixels are raw.
|
||||
j += count;
|
||||
while (count-- >= 0) {
|
||||
blue = dis.readByte();
|
||||
@ -349,7 +349,7 @@ public final class TGALoader implements AssetLoader {
|
||||
rawData[rawDataIndex++] = blue;
|
||||
}
|
||||
} else {
|
||||
// Its not RLE packed, but the next <count> pixels are raw.
|
||||
// It's not RLE packed, but the next <count> pixels are raw.
|
||||
j += count;
|
||||
while (count-- >= 0) {
|
||||
blue = dis.readByte();
|
||||
@ -388,7 +388,7 @@ public final class TGALoader implements AssetLoader {
|
||||
rawData[rawDataIndex++] = blue;
|
||||
}
|
||||
} else {
|
||||
// Its not RLE packed, but the next <count> pixels are raw.
|
||||
// It's not RLE packed, but the next <count> pixels are raw.
|
||||
j += count;
|
||||
while (count-- >= 0) {
|
||||
data[1] = dis.readByte();
|
||||
|
@ -1,5 +1,5 @@
|
||||
/*
|
||||
* Copyright (c) 2009-2015 jMonkeyEngine
|
||||
* Copyright (c) 2009-2018 jMonkeyEngine
|
||||
* All rights reserved.
|
||||
*
|
||||
* Redistribution and use in source and binary forms, with or without
|
||||
@ -166,9 +166,9 @@ public class KTXLoader implements AssetLoader {
|
||||
int offset = 0;
|
||||
//iterate over data
|
||||
for (int mipLevel = 0; mipLevel < numberOfMipmapLevels; mipLevel++) {
|
||||
//size of the image in byte.
|
||||
//size of the image in bytes.
|
||||
//this value is bogus in many example, when using mipmaps.
|
||||
//instead we compute the theorical size and display a warning when it does not match.
|
||||
//instead we compute the theoretical size and display a warning when it does not match.
|
||||
int fileImageSize = in.readInt();
|
||||
|
||||
int width = Math.max(1, pixelWidth >> mipLevel);
|
||||
@ -312,7 +312,7 @@ public class KTXLoader implements AssetLoader {
|
||||
}
|
||||
|
||||
/**
|
||||
* Chacks the file id
|
||||
* Checks the file id
|
||||
* @param b
|
||||
* @return
|
||||
*/
|
||||
|
Loading…
x
Reference in New Issue
Block a user