diff --git a/jme3-core/src/main/java/com/jme3/animation/Bone.java b/jme3-core/src/main/java/com/jme3/animation/Bone.java
index 5b4568cd9..e055f2e46 100644
--- a/jme3-core/src/main/java/com/jme3/animation/Bone.java
+++ b/jme3-core/src/main/java/com/jme3/animation/Bone.java
@@ -1,5 +1,5 @@
/*
- * Copyright (c) 2009-2017 jMonkeyEngine
+ * Copyright (c) 2009-2018 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
@@ -550,7 +550,7 @@ public final class Bone implements Savable, JmeCloneable {
}
/**
- * Updates world transforms for this bone and it's children.
+ * Updates world transforms for this bone and its children.
*/
public final void update() {
this.updateModelTransforms();
@@ -590,7 +590,7 @@ public final class Bone implements Savable, JmeCloneable {
}
/**
- * Reset the bone and it's children to bind pose.
+ * Reset the bone and its children to bind pose.
*/
final void reset() {
if (!userControl) {
@@ -677,7 +677,7 @@ public final class Bone implements Savable, JmeCloneable {
modelPos.set(translation);
modelRot.set(rotation);
- //if there is an attached Node we need to set it's local transforms too.
+ //if there is an attached Node we need to set its local transforms too.
if(attachNode != null){
attachNode.setLocalTranslation(translation);
attachNode.setLocalRotation(rotation);
diff --git a/jme3-core/src/main/java/com/jme3/animation/Skeleton.java b/jme3-core/src/main/java/com/jme3/animation/Skeleton.java
index 904d7a298..880d6539b 100644
--- a/jme3-core/src/main/java/com/jme3/animation/Skeleton.java
+++ b/jme3-core/src/main/java/com/jme3/animation/Skeleton.java
@@ -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
@@ -169,7 +169,7 @@ public final class Skeleton implements Savable, JmeCloneable {
}
/**
- * Saves the current skeleton state as it's binding pose.
+ * Saves the current skeleton state as its binding pose.
*/
public void setBindingPose() {
for (int i = rootBones.length - 1; i >= 0; i--) {
diff --git a/jme3-core/src/main/java/com/jme3/animation/SkeletonControl.java b/jme3-core/src/main/java/com/jme3/animation/SkeletonControl.java
index 8e31f4d9d..6621a1cfb 100644
--- a/jme3-core/src/main/java/com/jme3/animation/SkeletonControl.java
+++ b/jme3-core/src/main/java/com/jme3/animation/SkeletonControl.java
@@ -1,5 +1,5 @@
/*
- * Copyright (c) 2009-2017 jMonkeyEngine
+ * Copyright (c) 2009-2018 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
@@ -163,7 +163,7 @@ public class SkeletonControl extends AbstractControl implements Cloneable, JmeCl
/**
* Specifies if hardware skinning is preferred. If it is preferred and
- * supported by GPU, it shall be enabled, if its not preferred, or not
+ * supported by GPU, it shall be enabled, if it's not preferred, or not
* supported by GPU, then it shall be disabled.
*
* @param preferred
diff --git a/jme3-core/src/main/java/com/jme3/asset/AssetManager.java b/jme3-core/src/main/java/com/jme3/asset/AssetManager.java
index 4cd284340..0f6836e6d 100644
--- a/jme3-core/src/main/java/com/jme3/asset/AssetManager.java
+++ b/jme3-core/src/main/java/com/jme3/asset/AssetManager.java
@@ -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
@@ -217,7 +217,7 @@ public interface AssetManager {
* Load an asset from a key, the asset will be located
* by one of the {@link AssetLocator} implementations provided in the
* {@link AssetManager#registerLocator(java.lang.String, java.lang.Class) }
- * call. If located successfully, it will be loaded via the the appropriate
+ * call. If located successfully, it will be loaded via the appropriate
* {@link AssetLoader} implementation based on the file's extension, as
* specified in the call
* {@link AssetManager#registerLoader(java.lang.Class, java.lang.String[]) }.
diff --git a/jme3-core/src/main/java/com/jme3/collision/SweepSphere.java b/jme3-core/src/main/java/com/jme3/collision/SweepSphere.java
index de26c8e99..75470dcb5 100644
--- a/jme3-core/src/main/java/com/jme3/collision/SweepSphere.java
+++ b/jme3-core/src/main/java/com/jme3/collision/SweepSphere.java
@@ -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
@@ -217,7 +217,7 @@ class SweepSphere implements Collidable {
float signedDistanceToPlane = triPlane.pseudoDistance(sCenter);
if (normalDotVelocity == 0.0f){
- // we are travelling exactly parrallel to the plane
+ // we are travelling exactly parallel to the plane
if (FastMath.abs(signedDistanceToPlane) >= 1.0f){
// no collision possible
return null;
diff --git a/jme3-core/src/main/java/com/jme3/input/InputManager.java b/jme3-core/src/main/java/com/jme3/input/InputManager.java
index 2365da513..d634b464a 100644
--- a/jme3-core/src/main/java/com/jme3/input/InputManager.java
+++ b/jme3-core/src/main/java/com/jme3/input/InputManager.java
@@ -430,7 +430,7 @@ public class InputManager implements RawInputListener {
public void onMouseMotionEvent(MouseMotionEvent evt) {
/*
* If events aren't allowed, the event may be a "first mouse event"
- * triggered by the constructor setting the the mouse listener.
+ * triggered by the constructor setting the mouse listener.
* In that case, use the event to initialize the cursor position,
* but don't queue it for futher processing.
* This is part of the fix for issue #792.
diff --git a/jme3-core/src/main/java/com/jme3/math/ColorRGBA.java b/jme3-core/src/main/java/com/jme3/math/ColorRGBA.java
index 89df1bb2b..9180c69a6 100644
--- a/jme3-core/src/main/java/com/jme3/math/ColorRGBA.java
+++ b/jme3-core/src/main/java/com/jme3/math/ColorRGBA.java
@@ -1,5 +1,5 @@
/*
- * Copyright (c) 2009-2012 jMonkeyEngine All rights reserved.
+ * Copyright (c) 2009-2018 jMonkeyEngine All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
@@ -562,7 +562,7 @@ public final class ColorRGBA implements Savable, Cloneable, java.io.Serializable
/**
* Transform this ColorRGBA
to a Vector3f
using
* x = r, y = g, z = b. The Alpha value is not used.
- * This method is useful to use for shaders assignment.
+ * This method is useful for shader assignments.
* @return A Vector3f
containing the RGB value of this ColorRGBA
.
*/
public Vector3f toVector3f() {
@@ -572,7 +572,7 @@ public final class ColorRGBA implements Savable, Cloneable, java.io.Serializable
/**
* Transform this ColorRGBA
to a Vector4f
using
* x = r, y = g, z = b, w = a.
- * This method is useful to use for shaders assignment.
+ * This method is useful for shader assignments.
* @return A Vector4f
containing the RGBA value of this ColorRGBA
.
*/
public Vector4f toVector4f() {
@@ -587,8 +587,8 @@ public final class ColorRGBA implements Savable, Cloneable, java.io.Serializable
* Note that the values will be gamma corrected to be stored in linear space
* GAMMA value is 2.2
*
- * Note that no correction will be performed on the alpha channel as it's
- * conventionnally doesn't represent a color itself
+ * Note that no correction will be performed on the alpha channel as it
+ * conventionally doesn't represent a color itself
*
* @param r the red value in sRGB color space
* @param g the green value in sRGB color space
diff --git a/jme3-core/src/main/java/com/jme3/math/Quaternion.java b/jme3-core/src/main/java/com/jme3/math/Quaternion.java
index 30970b996..89896a9d0 100644
--- a/jme3-core/src/main/java/com/jme3/math/Quaternion.java
+++ b/jme3-core/src/main/java/com/jme3/math/Quaternion.java
@@ -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
@@ -689,7 +689,7 @@ public final class Quaternion implements Savable, Cloneable, java.io.Serializabl
float invSinTheta = 1f / FastMath.sin(theta);
// Calculate the scale for q1 and q2, according to the angle and
- // it's sine value
+ // its sine
scale0 = FastMath.sin((1 - t) * theta) * invSinTheta;
scale1 = FastMath.sin((t * theta)) * invSinTheta;
}
@@ -746,7 +746,7 @@ public final class Quaternion implements Savable, Cloneable, java.io.Serializabl
float invSinTheta = 1f / FastMath.sin(theta);
// Calculate the scale for q1 and q2, according to the angle and
- // it's sine value
+ // its sine
scale0 = FastMath.sin((1 - changeAmnt) * theta) * invSinTheta;
scale1 = FastMath.sin((changeAmnt * theta)) * invSinTheta;
}
@@ -1161,7 +1161,7 @@ public final class Quaternion implements Savable, Cloneable, java.io.Serializabl
/**
* inverse
calculates the inverse of this quaternion and
* returns this quaternion after it is calculated. If this quaternion does
- * not have an inverse (if it's normal is 0 or less), nothing happens
+ * not have an inverse (if its normal is 0 or less), nothing happens
*
* @return the inverse of this quaternion
*/
diff --git a/jme3-core/src/main/java/com/jme3/math/Transform.java b/jme3-core/src/main/java/com/jme3/math/Transform.java
index 5d8899892..010b4741a 100644
--- a/jme3-core/src/main/java/com/jme3/math/Transform.java
+++ b/jme3-core/src/main/java/com/jme3/math/Transform.java
@@ -1,5 +1,5 @@
/*
- * Copyright (c) 2009-2017 jMonkeyEngine
+ * Copyright (c) 2009-2018 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
@@ -186,7 +186,7 @@ public final class Transform implements Savable, Cloneable, java.io.Serializable
}
/**
- * Changes the values of this matrix according to it's parent. Very similar to the concept of Node/Spatial transforms.
+ * Changes the values of this matrix according to its parent. Very similar to the concept of Node/Spatial transforms.
* @param parent The parent matrix.
* @return This matrix, after combining.
*/
diff --git a/jme3-core/src/main/java/com/jme3/math/Vector2f.java b/jme3-core/src/main/java/com/jme3/math/Vector2f.java
index c1c2bcba4..c76da1e1a 100644
--- a/jme3-core/src/main/java/com/jme3/math/Vector2f.java
+++ b/jme3-core/src/main/java/com/jme3/math/Vector2f.java
@@ -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
@@ -631,7 +631,7 @@ public final class Vector2f implements Savable, Cloneable, java.io.Serializable
/**
* hashCode
returns a unique code for this vector object
- * based on it's values. If two vectors are logically equivalent, they will
+ * based on its values. If two vectors are logically equivalent, they will
* return the same hash code value.
*
* @return the hash code value of this vector.
diff --git a/jme3-core/src/main/java/com/jme3/math/Vector3f.java b/jme3-core/src/main/java/com/jme3/math/Vector3f.java
index 37c92c10f..333204902 100644
--- a/jme3-core/src/main/java/com/jme3/math/Vector3f.java
+++ b/jme3-core/src/main/java/com/jme3/math/Vector3f.java
@@ -1,5 +1,5 @@
/*
- * Copyright (c) 2009-2017 jMonkeyEngine
+ * Copyright (c) 2009-2018 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
@@ -321,7 +321,7 @@ public final class Vector3f implements Savable, Cloneable, java.io.Serializable
* the vector to take the cross product of with this.
* @param result
* the vector to store the cross product result.
- * @return result, after recieving the cross product vector.
+ * @return result, after receiving the cross product vector.
*/
public Vector3f cross(Vector3f v,Vector3f result) {
return cross(v.x, v.y, v.z, result);
@@ -339,7 +339,7 @@ public final class Vector3f implements Savable, Cloneable, java.io.Serializable
* z component of the vector to take the cross product of with this.
* @param result
* the vector to store the cross product result.
- * @return result, after recieving the cross product vector.
+ * @return result, after receiving the cross product vector.
*/
public Vector3f cross(float otherX, float otherY, float otherZ, Vector3f result) {
if (result == null) result = new Vector3f();
@@ -972,7 +972,7 @@ public final class Vector3f implements Savable, Cloneable, java.io.Serializable
/**
* hashCode
returns a unique code for this vector object based
- * on it's values. If two vectors are logically equivalent, they will return
+ * on its values. If two vectors are logically equivalent, they will return
* the same hash code value.
* @return the hash code value of this vector.
*/
diff --git a/jme3-core/src/main/java/com/jme3/math/Vector4f.java b/jme3-core/src/main/java/com/jme3/math/Vector4f.java
index a5b394d3d..b879ec907 100644
--- a/jme3-core/src/main/java/com/jme3/math/Vector4f.java
+++ b/jme3-core/src/main/java/com/jme3/math/Vector4f.java
@@ -1,5 +1,5 @@
/*
- * Copyright (c) 2009-2017 jMonkeyEngine
+ * Copyright (c) 2009-2018 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
@@ -877,7 +877,7 @@ public final class Vector4f implements Savable, Cloneable, java.io.Serializable
/**
* hashCode
returns a unique code for this vector object based
- * on it's values. If two vectors are logically equivalent, they will return
+ * on its values. If two vectors are logically equivalent, they will return
* the same hash code value.
* @return the hash code value of this vector.
*/
diff --git a/jme3-core/src/main/java/com/jme3/renderer/opengl/GLRenderer.java b/jme3-core/src/main/java/com/jme3/renderer/opengl/GLRenderer.java
index e90affb3d..c251259b1 100644
--- a/jme3-core/src/main/java/com/jme3/renderer/opengl/GLRenderer.java
+++ b/jme3-core/src/main/java/com/jme3/renderer/opengl/GLRenderer.java
@@ -1,5 +1,5 @@
/*
- * Copyright (c) 2009-2014 jMonkeyEngine
+ * Copyright (c) 2009-2018 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
@@ -870,7 +870,7 @@ public final class GLRenderer implements Renderer {
}
private int convertBlendEquationAlpha(RenderState.BlendEquationAlpha blendEquationAlpha) {
- //Note: InheritColor mode should already be handled, that is why it does not belong the the switch case.
+ //Note: InheritColor mode should already be handled, that is why it does not belong the switch case.
switch (blendEquationAlpha) {
case Add:
return GL2.GL_FUNC_ADD;
diff --git a/jme3-core/src/main/java/com/jme3/scene/Geometry.java b/jme3-core/src/main/java/com/jme3/scene/Geometry.java
index 9bd7ace97..3aa277596 100644
--- a/jme3-core/src/main/java/com/jme3/scene/Geometry.java
+++ b/jme3-core/src/main/java/com/jme3/scene/Geometry.java
@@ -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
@@ -571,7 +571,7 @@ public class Geometry extends Spatial {
super.cloneFields(cloner, original);
// If this is a grouped node and if our group node is
- // also cloned then we'll grab it's reference.
+ // also cloned then we'll grab its reference.
if( groupNode != null ) {
if( cloner.isCloned(groupNode) ) {
// Then resolve the reference
diff --git a/jme3-core/src/main/java/com/jme3/scene/Mesh.java b/jme3-core/src/main/java/com/jme3/scene/Mesh.java
index 7921624f7..cc8ad9fd8 100644
--- a/jme3-core/src/main/java/com/jme3/scene/Mesh.java
+++ b/jme3-core/src/main/java/com/jme3/scene/Mesh.java
@@ -1,5 +1,5 @@
/*
- * Copyright (c) 2009-2017 jMonkeyEngine
+ * Copyright (c) 2009-2018 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
@@ -353,7 +353,7 @@ public class Mesh implements Savable, Cloneable, JmeCloneable {
VertexBuffer pos = getBuffer(Type.Position);
if (pos == null || getBuffer(Type.BoneIndex) == null) {
// ignore, this mesh doesn't have positional data
- // or it doesn't have bone-vertex assignments, so its not animated
+ // or it doesn't have bone-vertex assignments, so it's not animated
return;
}
diff --git a/jme3-core/src/main/java/com/jme3/scene/Node.java b/jme3-core/src/main/java/com/jme3/scene/Node.java
index 7806addd0..ba1024f14 100644
--- a/jme3-core/src/main/java/com/jme3/scene/Node.java
+++ b/jme3-core/src/main/java/com/jme3/scene/Node.java
@@ -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
@@ -154,7 +154,7 @@ public class Node extends Spatial {
@Override
protected void updateWorldBound(){
super.updateWorldBound();
- // for a node, the world bound is a combination of all it's children
+ // for a node, the world bound is a combination of all its children
// bounds
BoundingVolume resultBound = null;
for (Spatial child : children.getArray()) {
diff --git a/jme3-core/src/main/java/com/jme3/scene/Spatial.java b/jme3-core/src/main/java/com/jme3/scene/Spatial.java
index 8a7e2afe9..23a1aa40b 100644
--- a/jme3-core/src/main/java/com/jme3/scene/Spatial.java
+++ b/jme3-core/src/main/java/com/jme3/scene/Spatial.java
@@ -1,5 +1,5 @@
/*
- * Copyright (c) 2009-2013 jMonkeyEngine
+ * Copyright (c) 2009-2018 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
@@ -59,7 +59,7 @@ import java.util.logging.Logger;
/**
* Spatial
defines the base class for scene graph nodes. It
- * maintains a link to a parent, it's local transforms and the world's
+ * maintains a link to a parent, its local transforms and the world's
* transforms. All other scene graph elements, such as {@link Node} and
* {@link Geometry} are subclasses of Spatial
.
*
@@ -567,8 +567,8 @@ public abstract class Spatial implements Savable, Cloneable, Collidable, Cloneab
* Should be overridden by Node and Geometry.
*/
protected void updateWorldBound() {
- // the world bound of a leaf is the same as it's model bound
- // for a node, the world bound is a combination of all it's children
+ // the world bound of a leaf is the same as its model bound
+ // for a node, the world bound is a combination of all its children
// bounds
// -> handled by subclass
refreshFlags &= ~RF_BOUND;
@@ -966,7 +966,7 @@ public abstract class Spatial implements Savable, Cloneable, Collidable, Cloneab
}
/**
- * removeFromParent
removes this Spatial from it's parent.
+ * removeFromParent
removes this Spatial from its parent.
*
* @return true if it has a parent and performed the remove.
*/
diff --git a/jme3-core/src/main/java/com/jme3/scene/debug/custom/BoneShape.java b/jme3-core/src/main/java/com/jme3/scene/debug/custom/BoneShape.java
index 7a0a0300a..1b6208619 100644
--- a/jme3-core/src/main/java/com/jme3/scene/debug/custom/BoneShape.java
+++ b/jme3-core/src/main/java/com/jme3/scene/debug/custom/BoneShape.java
@@ -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
@@ -49,7 +49,7 @@ import java.io.IOException;
import java.nio.FloatBuffer;
/**
- * 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
diff --git a/jme3-core/src/main/java/com/jme3/scene/shape/AbstractBox.java b/jme3-core/src/main/java/com/jme3/scene/shape/AbstractBox.java
index ab5db2462..7ffee1905 100644
--- a/jme3-core/src/main/java/com/jme3/scene/shape/AbstractBox.java
+++ b/jme3-core/src/main/java/com/jme3/scene/shape/AbstractBox.java
@@ -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
@@ -98,7 +98,7 @@ public abstract class AbstractBox extends Mesh {
/**
* Update the points that define the texture of the box.
*
- * It's a one-to-one ratio, where each plane of the box has it's own copy
+ * It's a one-to-one ratio, where each plane of the box has its own copy
* of the texture. That is, the texture is repeated one time for each face.
*/
protected abstract void duUpdateGeometryTextures();
diff --git a/jme3-core/src/main/java/com/jme3/scene/shape/Box.java b/jme3-core/src/main/java/com/jme3/scene/shape/Box.java
index 05f85427c..f94611de3 100644
--- a/jme3-core/src/main/java/com/jme3/scene/shape/Box.java
+++ b/jme3-core/src/main/java/com/jme3/scene/shape/Box.java
@@ -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
@@ -113,7 +113,7 @@ public class Box extends AbstractBox {
* Constructor instantiates a new Box
object.
*
* The minimum and maximum point are provided, these two points define the - * shape and size of the box but not it's orientation or position. You should + * shape and size of the box but not its orientation or position. You should * use the {@link com.jme3.scene.Spatial#setLocalTranslation(com.jme3.math.Vector3f) } * and {@link com.jme3.scene.Spatial#setLocalRotation(com.jme3.math.Quaternion) } * methods to define those properties. @@ -136,7 +136,7 @@ public class Box extends AbstractBox { /** * Creates a clone of this box. *
- * The cloned box will have '_clone' appended to it's name, but all other
+ * The cloned box will have '_clone' appended to its name, but all other
* properties will be the same as this box.
*/
@Override
diff --git a/jme3-core/src/main/java/com/jme3/scene/shape/Cylinder.java b/jme3-core/src/main/java/com/jme3/scene/shape/Cylinder.java
index 97dd70f30..a3dbadbf9 100644
--- a/jme3-core/src/main/java/com/jme3/scene/shape/Cylinder.java
+++ b/jme3-core/src/main/java/com/jme3/scene/shape/Cylinder.java
@@ -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
@@ -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
diff --git a/jme3-core/src/main/java/com/jme3/shader/Glsl100ShaderGenerator.java b/jme3-core/src/main/java/com/jme3/shader/Glsl100ShaderGenerator.java
index a4938c0bb..5cb51b14a 100644
--- a/jme3-core/src/main/java/com/jme3/shader/Glsl100ShaderGenerator.java
+++ b/jme3-core/src/main/java/com/jme3/shader/Glsl100ShaderGenerator.java
@@ -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) {
diff --git a/jme3-core/src/main/java/com/jme3/shader/Shader.java b/jme3-core/src/main/java/com/jme3/shader/Shader.java
index d6fc495f2..9d0772913 100644
--- a/jme3-core/src/main/java/com/jme3/shader/Shader.java
+++ b/jme3-core/src/main/java/com/jme3/shader/Shader.java
@@ -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
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.
This result in a better quality shadow than standard
+ * the shadow map.
This results in a better quality shadow than standard
* shadow mapping.
for more informations on this read this http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html
*
@@ -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
*/
diff --git a/jme3-core/src/main/java/com/jme3/shadow/PointLightShadowFilter.java b/jme3-core/src/main/java/com/jme3/shadow/PointLightShadowFilter.java
index 197c307cc..1e26772dd 100644
--- a/jme3-core/src/main/java/com/jme3/shadow/PointLightShadowFilter.java
+++ b/jme3-core/src/main/java/com/jme3/shadow/PointLightShadowFilter.java
@@ -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
diff --git a/jme3-core/src/main/java/com/jme3/shadow/PssmShadowFilter.java b/jme3-core/src/main/java/com/jme3/shadow/PssmShadowFilter.java
index 169425dc1..1d38c67c5 100644
--- a/jme3-core/src/main/java/com/jme3/shadow/PssmShadowFilter.java
+++ b/jme3-core/src/main/java/com/jme3/shadow/PssmShadowFilter.java
@@ -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) {
diff --git a/jme3-core/src/main/java/com/jme3/shadow/PssmShadowRenderer.java b/jme3-core/src/main/java/com/jme3/shadow/PssmShadowRenderer.java
index 4b854ec37..1e9ec8b8c 100644
--- a/jme3-core/src/main/java/com/jme3/shadow/PssmShadowRenderer.java
+++ b/jme3-core/src/main/java/com/jme3/shadow/PssmShadowRenderer.java
@@ -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)
+ * PssmShadow renderer use Parallel Split Shadow Mapping technique (pssm)
* It splits the view frustum in several parts and compute a shadow map for each
* one.
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.
- * This result in a better quality shadow than standard shadow mapping.
for
+ * This results in a better quality shadow than standard shadow mapping.
for
* more informations on this read this http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html
*
@@ -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) {
diff --git a/jme3-core/src/main/java/com/jme3/shadow/SpotLightShadowFilter.java b/jme3-core/src/main/java/com/jme3/shadow/SpotLightShadowFilter.java
index 58c410e10..85f235d8b 100644
--- a/jme3-core/src/main/java/com/jme3/shadow/SpotLightShadowFilter.java
+++ b/jme3-core/src/main/java/com/jme3/shadow/SpotLightShadowFilter.java
@@ -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
diff --git a/jme3-core/src/main/java/com/jme3/shadow/SpotLightShadowRenderer.java b/jme3-core/src/main/java/com/jme3/shadow/SpotLightShadowRenderer.java
index e1d7db05e..32eef5630 100644
--- a/jme3-core/src/main/java/com/jme3/shadow/SpotLightShadowRenderer.java
+++ b/jme3-core/src/main/java/com/jme3/shadow/SpotLightShadowRenderer.java
@@ -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)
It splits the view frustum in several parts and compute a shadow
* map for each one.
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.
This result in a better quality shadow than standard shadow
+ * shadow map.
This results in a better quality shadow than standard shadow
* mapping.
for more informations on this read this http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html
*
diff --git a/jme3-core/src/main/java/com/jme3/system/AppSettings.java b/jme3-core/src/main/java/com/jme3/system/AppSettings.java
index fd5587255..df47b98b2 100644
--- a/jme3-core/src/main/java/com/jme3/system/AppSettings.java
+++ b/jme3-core/src/main/java/com/jme3/system/AppSettings.java
@@ -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