comment corrections in jme3-core: mostly spelling and grammar
This commit is contained in:
parent
66a46920b9
commit
81ba0d7249
@ -1,5 +1,5 @@
|
|||||||
/*
|
/*
|
||||||
* Copyright (c) 2009-2017 jMonkeyEngine
|
* Copyright (c) 2009-2018 jMonkeyEngine
|
||||||
* All rights reserved.
|
* All rights reserved.
|
||||||
*
|
*
|
||||||
* Redistribution and use in source and binary forms, with or without
|
* 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() {
|
public final void update() {
|
||||||
this.updateModelTransforms();
|
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() {
|
final void reset() {
|
||||||
if (!userControl) {
|
if (!userControl) {
|
||||||
@ -677,7 +677,7 @@ public final class Bone implements Savable, JmeCloneable {
|
|||||||
modelPos.set(translation);
|
modelPos.set(translation);
|
||||||
modelRot.set(rotation);
|
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){
|
if(attachNode != null){
|
||||||
attachNode.setLocalTranslation(translation);
|
attachNode.setLocalTranslation(translation);
|
||||||
attachNode.setLocalRotation(rotation);
|
attachNode.setLocalRotation(rotation);
|
||||||
|
@ -1,5 +1,5 @@
|
|||||||
/*
|
/*
|
||||||
* Copyright (c) 2009-2012 jMonkeyEngine
|
* Copyright (c) 2009-2018 jMonkeyEngine
|
||||||
* All rights reserved.
|
* All rights reserved.
|
||||||
*
|
*
|
||||||
* Redistribution and use in source and binary forms, with or without
|
* 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() {
|
public void setBindingPose() {
|
||||||
for (int i = rootBones.length - 1; i >= 0; i--) {
|
for (int i = rootBones.length - 1; i >= 0; i--) {
|
||||||
|
@ -1,5 +1,5 @@
|
|||||||
/*
|
/*
|
||||||
* Copyright (c) 2009-2017 jMonkeyEngine
|
* Copyright (c) 2009-2018 jMonkeyEngine
|
||||||
* All rights reserved.
|
* All rights reserved.
|
||||||
*
|
*
|
||||||
* Redistribution and use in source and binary forms, with or without
|
* 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
|
* 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.
|
* supported by GPU, then it shall be disabled.
|
||||||
*
|
*
|
||||||
* @param preferred
|
* @param preferred
|
||||||
|
@ -1,5 +1,5 @@
|
|||||||
/*
|
/*
|
||||||
* Copyright (c) 2009-2012 jMonkeyEngine
|
* Copyright (c) 2009-2018 jMonkeyEngine
|
||||||
* All rights reserved.
|
* All rights reserved.
|
||||||
*
|
*
|
||||||
* Redistribution and use in source and binary forms, with or without
|
* 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
|
* Load an asset from a key, the asset will be located
|
||||||
* by one of the {@link AssetLocator} implementations provided in the
|
* by one of the {@link AssetLocator} implementations provided in the
|
||||||
* {@link AssetManager#registerLocator(java.lang.String, java.lang.Class) }
|
* {@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
|
* {@link AssetLoader} implementation based on the file's extension, as
|
||||||
* specified in the call
|
* specified in the call
|
||||||
* {@link AssetManager#registerLoader(java.lang.Class, java.lang.String[]) }.
|
* {@link AssetManager#registerLoader(java.lang.Class, java.lang.String[]) }.
|
||||||
|
@ -1,5 +1,5 @@
|
|||||||
/*
|
/*
|
||||||
* Copyright (c) 2009-2012 jMonkeyEngine
|
* Copyright (c) 2009-2018 jMonkeyEngine
|
||||||
* All rights reserved.
|
* All rights reserved.
|
||||||
*
|
*
|
||||||
* Redistribution and use in source and binary forms, with or without
|
* Redistribution and use in source and binary forms, with or without
|
||||||
@ -217,7 +217,7 @@ class SweepSphere implements Collidable {
|
|||||||
|
|
||||||
float signedDistanceToPlane = triPlane.pseudoDistance(sCenter);
|
float signedDistanceToPlane = triPlane.pseudoDistance(sCenter);
|
||||||
if (normalDotVelocity == 0.0f){
|
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){
|
if (FastMath.abs(signedDistanceToPlane) >= 1.0f){
|
||||||
// no collision possible
|
// no collision possible
|
||||||
return null;
|
return null;
|
||||||
|
@ -430,7 +430,7 @@ public class InputManager implements RawInputListener {
|
|||||||
public void onMouseMotionEvent(MouseMotionEvent evt) {
|
public void onMouseMotionEvent(MouseMotionEvent evt) {
|
||||||
/*
|
/*
|
||||||
* If events aren't allowed, the event may be a "first mouse event"
|
* 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,
|
* In that case, use the event to initialize the cursor position,
|
||||||
* but don't queue it for futher processing.
|
* but don't queue it for futher processing.
|
||||||
* This is part of the fix for issue #792.
|
* This is part of the fix for issue #792.
|
||||||
|
@ -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
|
* Redistribution and use in source and binary forms, with or without
|
||||||
* modification, are permitted provided that the following conditions are met:
|
* 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 <code>ColorRGBA</code> to a <code>Vector3f</code> using
|
* Transform this <code>ColorRGBA</code> to a <code>Vector3f</code> using
|
||||||
* x = r, y = g, z = b. The Alpha value is not used.
|
* 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 <code>Vector3f</code> containing the RGB value of this <code>ColorRGBA</code>.
|
* @return A <code>Vector3f</code> containing the RGB value of this <code>ColorRGBA</code>.
|
||||||
*/
|
*/
|
||||||
public Vector3f toVector3f() {
|
public Vector3f toVector3f() {
|
||||||
@ -572,7 +572,7 @@ public final class ColorRGBA implements Savable, Cloneable, java.io.Serializable
|
|||||||
/**
|
/**
|
||||||
* Transform this <code>ColorRGBA</code> to a <code>Vector4f</code> using
|
* Transform this <code>ColorRGBA</code> to a <code>Vector4f</code> using
|
||||||
* x = r, y = g, z = b, w = a.
|
* 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 <code>Vector4f</code> containing the RGBA value of this <code>ColorRGBA</code>.
|
* @return A <code>Vector4f</code> containing the RGBA value of this <code>ColorRGBA</code>.
|
||||||
*/
|
*/
|
||||||
public Vector4f toVector4f() {
|
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
|
* Note that the values will be gamma corrected to be stored in linear space
|
||||||
* GAMMA value is 2.2
|
* GAMMA value is 2.2
|
||||||
*
|
*
|
||||||
* Note that no correction will be performed on the alpha channel as it's
|
* Note that no correction will be performed on the alpha channel as it
|
||||||
* conventionnally doesn't represent a color itself
|
* conventionally doesn't represent a color itself
|
||||||
*
|
*
|
||||||
* @param r the red value in sRGB color space
|
* @param r the red value in sRGB color space
|
||||||
* @param g the green value in sRGB color space
|
* @param g the green value in sRGB color space
|
||||||
|
@ -1,5 +1,5 @@
|
|||||||
/*
|
/*
|
||||||
* Copyright (c) 2009-2012 jMonkeyEngine
|
* Copyright (c) 2009-2018 jMonkeyEngine
|
||||||
* All rights reserved.
|
* All rights reserved.
|
||||||
*
|
*
|
||||||
* Redistribution and use in source and binary forms, with or without
|
* 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);
|
float invSinTheta = 1f / FastMath.sin(theta);
|
||||||
|
|
||||||
// Calculate the scale for q1 and q2, according to the angle and
|
// 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;
|
scale0 = FastMath.sin((1 - t) * theta) * invSinTheta;
|
||||||
scale1 = FastMath.sin((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);
|
float invSinTheta = 1f / FastMath.sin(theta);
|
||||||
|
|
||||||
// Calculate the scale for q1 and q2, according to the angle and
|
// 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;
|
scale0 = FastMath.sin((1 - changeAmnt) * theta) * invSinTheta;
|
||||||
scale1 = FastMath.sin((changeAmnt * theta)) * invSinTheta;
|
scale1 = FastMath.sin((changeAmnt * theta)) * invSinTheta;
|
||||||
}
|
}
|
||||||
@ -1161,7 +1161,7 @@ public final class Quaternion implements Savable, Cloneable, java.io.Serializabl
|
|||||||
/**
|
/**
|
||||||
* <code>inverse</code> calculates the inverse of this quaternion and
|
* <code>inverse</code> calculates the inverse of this quaternion and
|
||||||
* returns this quaternion after it is calculated. If this quaternion does
|
* 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
|
* @return the inverse of this quaternion
|
||||||
*/
|
*/
|
||||||
|
@ -1,5 +1,5 @@
|
|||||||
/*
|
/*
|
||||||
* Copyright (c) 2009-2017 jMonkeyEngine
|
* Copyright (c) 2009-2018 jMonkeyEngine
|
||||||
* All rights reserved.
|
* All rights reserved.
|
||||||
*
|
*
|
||||||
* Redistribution and use in source and binary forms, with or without
|
* 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.
|
* @param parent The parent matrix.
|
||||||
* @return This matrix, after combining.
|
* @return This matrix, after combining.
|
||||||
*/
|
*/
|
||||||
|
@ -1,5 +1,5 @@
|
|||||||
/*
|
/*
|
||||||
* Copyright (c) 2009-2012 jMonkeyEngine
|
* Copyright (c) 2009-2018 jMonkeyEngine
|
||||||
* All rights reserved.
|
* All rights reserved.
|
||||||
*
|
*
|
||||||
* Redistribution and use in source and binary forms, with or without
|
* 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
|
|||||||
|
|
||||||
/**
|
/**
|
||||||
* <code>hashCode</code> returns a unique code for this vector object
|
* <code>hashCode</code> 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 same hash code value.
|
||||||
*
|
*
|
||||||
* @return the hash code value of this vector.
|
* @return the hash code value of this vector.
|
||||||
|
@ -1,5 +1,5 @@
|
|||||||
/*
|
/*
|
||||||
* Copyright (c) 2009-2017 jMonkeyEngine
|
* Copyright (c) 2009-2018 jMonkeyEngine
|
||||||
* All rights reserved.
|
* All rights reserved.
|
||||||
*
|
*
|
||||||
* Redistribution and use in source and binary forms, with or without
|
* 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.
|
* the vector to take the cross product of with this.
|
||||||
* @param result
|
* @param result
|
||||||
* the vector to store the cross product 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) {
|
public Vector3f cross(Vector3f v,Vector3f result) {
|
||||||
return cross(v.x, v.y, v.z, 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.
|
* z component of the vector to take the cross product of with this.
|
||||||
* @param result
|
* @param result
|
||||||
* the vector to store the cross product 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) {
|
public Vector3f cross(float otherX, float otherY, float otherZ, Vector3f result) {
|
||||||
if (result == null) result = new Vector3f();
|
if (result == null) result = new Vector3f();
|
||||||
@ -972,7 +972,7 @@ public final class Vector3f implements Savable, Cloneable, java.io.Serializable
|
|||||||
|
|
||||||
/**
|
/**
|
||||||
* <code>hashCode</code> returns a unique code for this vector object based
|
* <code>hashCode</code> 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.
|
* the same hash code value.
|
||||||
* @return the hash code value of this vector.
|
* @return the hash code value of this vector.
|
||||||
*/
|
*/
|
||||||
|
@ -1,5 +1,5 @@
|
|||||||
/*
|
/*
|
||||||
* Copyright (c) 2009-2017 jMonkeyEngine
|
* Copyright (c) 2009-2018 jMonkeyEngine
|
||||||
* All rights reserved.
|
* All rights reserved.
|
||||||
*
|
*
|
||||||
* Redistribution and use in source and binary forms, with or without
|
* 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
|
|||||||
|
|
||||||
/**
|
/**
|
||||||
* <code>hashCode</code> returns a unique code for this vector object based
|
* <code>hashCode</code> 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.
|
* the same hash code value.
|
||||||
* @return the hash code value of this vector.
|
* @return the hash code value of this vector.
|
||||||
*/
|
*/
|
||||||
|
@ -1,5 +1,5 @@
|
|||||||
/*
|
/*
|
||||||
* Copyright (c) 2009-2014 jMonkeyEngine
|
* Copyright (c) 2009-2018 jMonkeyEngine
|
||||||
* All rights reserved.
|
* All rights reserved.
|
||||||
*
|
*
|
||||||
* Redistribution and use in source and binary forms, with or without
|
* 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) {
|
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) {
|
switch (blendEquationAlpha) {
|
||||||
case Add:
|
case Add:
|
||||||
return GL2.GL_FUNC_ADD;
|
return GL2.GL_FUNC_ADD;
|
||||||
|
@ -1,5 +1,5 @@
|
|||||||
/*
|
/*
|
||||||
* Copyright (c) 2009-2012 jMonkeyEngine
|
* Copyright (c) 2009-2018 jMonkeyEngine
|
||||||
* All rights reserved.
|
* All rights reserved.
|
||||||
*
|
*
|
||||||
* Redistribution and use in source and binary forms, with or without
|
* Redistribution and use in source and binary forms, with or without
|
||||||
@ -571,7 +571,7 @@ public class Geometry extends Spatial {
|
|||||||
super.cloneFields(cloner, original);
|
super.cloneFields(cloner, original);
|
||||||
|
|
||||||
// If this is a grouped node and if our group node is
|
// 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( groupNode != null ) {
|
||||||
if( cloner.isCloned(groupNode) ) {
|
if( cloner.isCloned(groupNode) ) {
|
||||||
// Then resolve the reference
|
// Then resolve the reference
|
||||||
|
@ -1,5 +1,5 @@
|
|||||||
/*
|
/*
|
||||||
* Copyright (c) 2009-2017 jMonkeyEngine
|
* Copyright (c) 2009-2018 jMonkeyEngine
|
||||||
* All rights reserved.
|
* All rights reserved.
|
||||||
*
|
*
|
||||||
* Redistribution and use in source and binary forms, with or without
|
* 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);
|
VertexBuffer pos = getBuffer(Type.Position);
|
||||||
if (pos == null || getBuffer(Type.BoneIndex) == null) {
|
if (pos == null || getBuffer(Type.BoneIndex) == null) {
|
||||||
// ignore, this mesh doesn't have positional data
|
// 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;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -1,5 +1,5 @@
|
|||||||
/*
|
/*
|
||||||
* Copyright (c) 2009-2012 jMonkeyEngine
|
* Copyright (c) 2009-2018 jMonkeyEngine
|
||||||
* All rights reserved.
|
* All rights reserved.
|
||||||
*
|
*
|
||||||
* Redistribution and use in source and binary forms, with or without
|
* Redistribution and use in source and binary forms, with or without
|
||||||
@ -154,7 +154,7 @@ public class Node extends Spatial {
|
|||||||
@Override
|
@Override
|
||||||
protected void updateWorldBound(){
|
protected void updateWorldBound(){
|
||||||
super.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
|
// bounds
|
||||||
BoundingVolume resultBound = null;
|
BoundingVolume resultBound = null;
|
||||||
for (Spatial child : children.getArray()) {
|
for (Spatial child : children.getArray()) {
|
||||||
|
@ -1,5 +1,5 @@
|
|||||||
/*
|
/*
|
||||||
* Copyright (c) 2009-2013 jMonkeyEngine
|
* Copyright (c) 2009-2018 jMonkeyEngine
|
||||||
* All rights reserved.
|
* All rights reserved.
|
||||||
*
|
*
|
||||||
* Redistribution and use in source and binary forms, with or without
|
* Redistribution and use in source and binary forms, with or without
|
||||||
@ -59,7 +59,7 @@ import java.util.logging.Logger;
|
|||||||
|
|
||||||
/**
|
/**
|
||||||
* <code>Spatial</code> defines the base class for scene graph nodes. It
|
* <code>Spatial</code> 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
|
* transforms. All other scene graph elements, such as {@link Node} and
|
||||||
* {@link Geometry} are subclasses of <code>Spatial</code>.
|
* {@link Geometry} are subclasses of <code>Spatial</code>.
|
||||||
*
|
*
|
||||||
@ -567,8 +567,8 @@ public abstract class Spatial implements Savable, Cloneable, Collidable, Cloneab
|
|||||||
* Should be overridden by Node and Geometry.
|
* Should be overridden by Node and Geometry.
|
||||||
*/
|
*/
|
||||||
protected void updateWorldBound() {
|
protected void updateWorldBound() {
|
||||||
// the world bound of a leaf is the same as it's model bound
|
// the world bound of a leaf is the same as its model bound
|
||||||
// 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
|
// bounds
|
||||||
// -> handled by subclass
|
// -> handled by subclass
|
||||||
refreshFlags &= ~RF_BOUND;
|
refreshFlags &= ~RF_BOUND;
|
||||||
@ -966,7 +966,7 @@ public abstract class Spatial implements Savable, Cloneable, Collidable, Cloneab
|
|||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* <code>removeFromParent</code> removes this Spatial from it's parent.
|
* <code>removeFromParent</code> removes this Spatial from its parent.
|
||||||
*
|
*
|
||||||
* @return true if it has a parent and performed the remove.
|
* @return true if it has a parent and performed the remove.
|
||||||
*/
|
*/
|
||||||
|
@ -1,5 +1,5 @@
|
|||||||
/*
|
/*
|
||||||
* Copyright (c) 2009-2012 jMonkeyEngine
|
* Copyright (c) 2009-2018 jMonkeyEngine
|
||||||
* All rights reserved.
|
* All rights reserved.
|
||||||
*
|
*
|
||||||
* Redistribution and use in source and binary forms, with or without
|
* Redistribution and use in source and binary forms, with or without
|
||||||
@ -49,7 +49,7 @@ import java.io.IOException;
|
|||||||
import java.nio.FloatBuffer;
|
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)
|
* (Ported to jME3)
|
||||||
*
|
*
|
||||||
* @author Mark Powell
|
* @author Mark Powell
|
||||||
|
@ -1,5 +1,5 @@
|
|||||||
/*
|
/*
|
||||||
* Copyright (c) 2009-2012 jMonkeyEngine
|
* Copyright (c) 2009-2018 jMonkeyEngine
|
||||||
* All rights reserved.
|
* All rights reserved.
|
||||||
*
|
*
|
||||||
* Redistribution and use in source and binary forms, with or without
|
* 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.
|
* Update the points that define the texture of the box.
|
||||||
* <p>
|
* <p>
|
||||||
* 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.
|
* of the texture. That is, the texture is repeated one time for each face.
|
||||||
*/
|
*/
|
||||||
protected abstract void duUpdateGeometryTextures();
|
protected abstract void duUpdateGeometryTextures();
|
||||||
|
@ -1,5 +1,5 @@
|
|||||||
/*
|
/*
|
||||||
* Copyright (c) 2009-2012 jMonkeyEngine
|
* Copyright (c) 2009-2018 jMonkeyEngine
|
||||||
* All rights reserved.
|
* All rights reserved.
|
||||||
*
|
*
|
||||||
* Redistribution and use in source and binary forms, with or without
|
* Redistribution and use in source and binary forms, with or without
|
||||||
@ -113,7 +113,7 @@ public class Box extends AbstractBox {
|
|||||||
* Constructor instantiates a new <code>Box</code> object.
|
* Constructor instantiates a new <code>Box</code> object.
|
||||||
* <p>
|
* <p>
|
||||||
* The minimum and maximum point are provided, these two points define the
|
* 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) }
|
* use the {@link com.jme3.scene.Spatial#setLocalTranslation(com.jme3.math.Vector3f) }
|
||||||
* and {@link com.jme3.scene.Spatial#setLocalRotation(com.jme3.math.Quaternion) }
|
* and {@link com.jme3.scene.Spatial#setLocalRotation(com.jme3.math.Quaternion) }
|
||||||
* methods to define those properties.
|
* methods to define those properties.
|
||||||
@ -136,7 +136,7 @@ public class Box extends AbstractBox {
|
|||||||
/**
|
/**
|
||||||
* Creates a clone of this box.
|
* Creates a clone of this box.
|
||||||
* <p>
|
* <p>
|
||||||
* 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.
|
* properties will be the same as this box.
|
||||||
*/
|
*/
|
||||||
@Override
|
@Override
|
||||||
|
@ -1,5 +1,5 @@
|
|||||||
/*
|
/*
|
||||||
* Copyright (c) 2009-2012 jMonkeyEngine
|
* Copyright (c) 2009-2018 jMonkeyEngine
|
||||||
* All rights reserved.
|
* All rights reserved.
|
||||||
*
|
*
|
||||||
* Redistribution and use in source and binary forms, with or without
|
* Redistribution and use in source and binary forms, with or without
|
||||||
@ -44,7 +44,7 @@ import com.jme3.util.BufferUtils;
|
|||||||
import java.io.IOException;
|
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)
|
* (Ported to jME3)
|
||||||
*
|
*
|
||||||
* @author Mark Powell
|
* @author Mark Powell
|
||||||
|
@ -1,5 +1,5 @@
|
|||||||
/*
|
/*
|
||||||
* Copyright (c) 2009-2012 jMonkeyEngine
|
* Copyright (c) 2009-2018 jMonkeyEngine
|
||||||
* All rights reserved.
|
* All rights reserved.
|
||||||
*
|
*
|
||||||
* Redistribution and use in source and binary forms, with or without
|
* Redistribution and use in source and binary forms, with or without
|
||||||
@ -82,7 +82,7 @@ public class Glsl100ShaderGenerator extends ShaderGenerator {
|
|||||||
* {@inheritDoc}
|
* {@inheritDoc}
|
||||||
*
|
*
|
||||||
* attributes are all declared, inPositon is declared even if it's not in
|
* attributes are all declared, inPositon is declared even if it's not in
|
||||||
* the list and it's condition is nulled.
|
* the list and its condition is nulled.
|
||||||
*/
|
*/
|
||||||
@Override
|
@Override
|
||||||
protected void generateAttributes(StringBuilder source, ShaderGenerationInfo info) {
|
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 "_"
|
* declares a variable, embed in a conditional block if needed. the namespace is appended with "_"
|
||||||
* @param source the StringBuilder to use
|
* @param source the StringBuilder to use
|
||||||
* @param var the variable to declare
|
* @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) {
|
protected void declareVariable(StringBuilder source, ShaderNodeVariable var, String value) {
|
||||||
declareVariable(source, var, value, true, null);
|
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.
|
* declares a variable, embed in a conditional block if needed.
|
||||||
* @param source the StringBuilder to use
|
* @param source the StringBuilder to use
|
||||||
* @param var the variable to declare
|
* @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 appendNameSpace true to append the nameSpace + "_"
|
||||||
* @param modifier the modifier of the variable (attribute, varying, in , out,...)
|
* @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.
|
* appropriate defined based on the mapping condition of this variable.
|
||||||
* Complex condition syntax are handled.
|
* Complex condition syntax are handled.
|
||||||
*
|
*
|
||||||
* @param nodeSource the sahderNode source code
|
* @param nodeSource the shaderNode source code
|
||||||
* @param shaderNode the ShaderNode being processed
|
* @param shaderNode the ShaderNode being processed
|
||||||
* @return the modified shaderNode source.
|
* @return the modified shaderNode source.
|
||||||
*/
|
*/
|
||||||
@ -608,7 +608,7 @@ public class Glsl100ShaderGenerator extends ShaderGenerator {
|
|||||||
* @param source the StringBuilder to use
|
* @param source the StringBuilder to use
|
||||||
* @param var the variable to declare as an varying
|
* @param var the variable to declare as an varying
|
||||||
* @param input a boolean set to true if the this varying is an input.
|
* @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
|
* implementation
|
||||||
*/
|
*/
|
||||||
protected void declareVarying(StringBuilder source, ShaderNodeVariable var, boolean input) {
|
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.
|
* All rights reserved.
|
||||||
*
|
*
|
||||||
* Redistribution and use in source and binary forms, with or without
|
* 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;
|
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 {
|
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
|
* 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 {
|
public static class ShaderSource extends NativeObject {
|
||||||
|
|
||||||
|
@ -1,5 +1,5 @@
|
|||||||
/*
|
/*
|
||||||
* Copyright (c) 2009-2012 jMonkeyEngine
|
* Copyright (c) 2009-2018 jMonkeyEngine
|
||||||
* All rights reserved.
|
* All rights reserved.
|
||||||
*
|
*
|
||||||
* Redistribution and use in source and binary forms, with or without
|
* Redistribution and use in source and binary forms, with or without
|
||||||
@ -220,7 +220,7 @@ public abstract class ShaderGenerator {
|
|||||||
* @see ShaderGenerator#generateNodeMainSection
|
* @see ShaderGenerator#generateNodeMainSection
|
||||||
*
|
*
|
||||||
* @param loadedSource the actual source code loaded for this node.
|
* @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 sourceDeclaration the Shader declaration part string builder.
|
||||||
* @param source the Shader main part StringBuilder.
|
* @param source the Shader main part StringBuilder.
|
||||||
* @param shaderNode the shader node.
|
* @param shaderNode the shader node.
|
||||||
@ -283,7 +283,7 @@ public abstract class ShaderGenerator {
|
|||||||
|
|
||||||
/**
|
/**
|
||||||
* Appends the given shaderNode declarative part to the shader declarative
|
* 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.
|
* shaderNode's definition type.
|
||||||
*
|
*
|
||||||
* @see ShaderNode#getDefinition()
|
* @see ShaderNode#getDefinition()
|
||||||
|
@ -1,5 +1,5 @@
|
|||||||
/*
|
/*
|
||||||
* Copyright (c) 2009-2012 jMonkeyEngine
|
* Copyright (c) 2009-2018 jMonkeyEngine
|
||||||
* All rights reserved.
|
* All rights reserved.
|
||||||
*
|
*
|
||||||
* Redistribution and use in source and binary forms, with or without
|
* 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)
|
* @see #setShadowIntensity(float shadowIntensity)
|
||||||
* @return 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
|
* @see EdgeFilteringMode
|
||||||
* @return
|
* @return
|
||||||
|
@ -1,5 +1,5 @@
|
|||||||
/*
|
/*
|
||||||
* Copyright (c) 2009-2012 jMonkeyEngine
|
* Copyright (c) 2009-2018 jMonkeyEngine
|
||||||
* All rights reserved.
|
* All rights reserved.
|
||||||
*
|
*
|
||||||
* Redistribution and use in source and binary forms, with or without
|
* Redistribution and use in source and binary forms, with or without
|
||||||
@ -482,7 +482,7 @@ public abstract class AbstractShadowRenderer implements SceneProcessor, Savable,
|
|||||||
getReceivers(lightReceivers);
|
getReceivers(lightReceivers);
|
||||||
|
|
||||||
if (lightReceivers.size() != 0) {
|
if (lightReceivers.size() != 0) {
|
||||||
//setting params to recieving geometry list
|
//setting params to receiving geometry list
|
||||||
setMatParams(lightReceivers);
|
setMatParams(lightReceivers);
|
||||||
|
|
||||||
Camera cam = viewPort.getCamera();
|
Camera cam = viewPort.getCamera();
|
||||||
|
@ -1,5 +1,5 @@
|
|||||||
/*
|
/*
|
||||||
* Copyright (c) 2009-2012 jMonkeyEngine
|
* Copyright (c) 2009-2018 jMonkeyEngine
|
||||||
* All rights reserved.
|
* All rights reserved.
|
||||||
*
|
*
|
||||||
* Redistribution and use in source and binary forms, with or without
|
* 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
|
* 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
|
* 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
|
* more than a about ten shadow receiving objects. The expense is the draw back
|
||||||
* that the shadow Recieve mode set on spatial is ignored. So basically all and
|
* 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
|
* only objects that render depth in the scene receive shadows. See this post
|
||||||
* for more details
|
* for more details
|
||||||
* http://jmonkeyengine.org/groups/general-2/forum/topic/silly-question-about-shadow-rendering/#post-191599
|
* 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)
|
* @see #setLambda(float lambda)
|
||||||
* @return 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
|
* 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
|
* 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
|
* shadows could look very jagged a high value give a more logarithmic
|
||||||
* repartition resulting in a high quality for near shadows, but the quality
|
* 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
|
* quickly decrease over the extend. the default value is set to 0.65f
|
||||||
* (theoric optimal value).
|
* (theoretic optimal value).
|
||||||
*
|
*
|
||||||
* @param lambda the lambda 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
|
* @return
|
||||||
*/
|
*/
|
||||||
public boolean isEnabledStabilization() {
|
public boolean isEnabledStabilization() {
|
||||||
@ -133,8 +133,8 @@ public class DirectionalLightShadowFilter extends AbstractShadowFilter<Direction
|
|||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Enables the stabilization of the shadows's edges. (default is true)
|
* Enables the stabilization of the shadow's edges. (default is true)
|
||||||
* This prevents shadows' edges to flicker when the camera moves
|
* This prevents shadow edges from flickering when the camera moves.
|
||||||
* However it can lead to some shadow quality loss in some particular scenes.
|
* However it can lead to some shadow quality loss in some particular scenes.
|
||||||
* @param stabilize
|
* @param stabilize
|
||||||
*/
|
*/
|
||||||
|
@ -1,5 +1,5 @@
|
|||||||
/*
|
/*
|
||||||
* Copyright (c) 2009-2012 jMonkeyEngine
|
* Copyright (c) 2009-2018 jMonkeyEngine
|
||||||
* All rights reserved.
|
* All rights reserved.
|
||||||
*
|
*
|
||||||
* Redistribution and use in source and binary forms, with or without
|
* 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;
|
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
|
* 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
|
* 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
|
* 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
|
* 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>
|
* href="http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html">http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html</a><br>
|
||||||
* <p/>
|
* <p/>
|
||||||
@ -73,7 +73,7 @@ public class DirectionalLightShadowRenderer extends AbstractShadowRenderer {
|
|||||||
private boolean stabilize = true;
|
private boolean stabilize = true;
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Used for serialzation use
|
* Used for serialization use
|
||||||
* DirectionalLightShadowRenderer#DirectionalLightShadowRenderer(AssetManager
|
* DirectionalLightShadowRenderer#DirectionalLightShadowRenderer(AssetManager
|
||||||
* assetManager, int shadowMapSize, int nbSplits)
|
* 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
|
* @return lambda
|
||||||
*/
|
*/
|
||||||
@ -244,10 +244,10 @@ public class DirectionalLightShadowRenderer extends AbstractShadowRenderer {
|
|||||||
|
|
||||||
/*
|
/*
|
||||||
* Adjust the repartition of the different shadow maps in the shadow extend
|
* 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 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.
|
* 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.
|
* @param lambda the lambda value.
|
||||||
*/
|
*/
|
||||||
public void setLambda(float lambda) {
|
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)
|
* Enables the stabilization of the shadow's edges. (default is true)
|
||||||
* This prevents shadows' edges to flicker when the camera moves
|
* This prevents shadow edges from flickering when the camera moves.
|
||||||
* However it can lead to some shadow quality loss in some particular scenes.
|
* However it can lead to some shadow quality loss in some particular scenes.
|
||||||
* @param stabilize
|
* @param stabilize
|
||||||
*/
|
*/
|
||||||
|
@ -1,5 +1,5 @@
|
|||||||
/*
|
/*
|
||||||
* Copyright (c) 2009-2012 jMonkeyEngine
|
* Copyright (c) 2009-2018 jMonkeyEngine
|
||||||
* All rights reserved.
|
* All rights reserved.
|
||||||
*
|
*
|
||||||
* Redistribution and use in source and binary forms, with or without
|
* 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
|
* 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
|
* 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
|
* more than a about ten shadow receiving objects. The expense is the draw back
|
||||||
* that the shadow Recieve mode set on spatial is ignored. So basically all and
|
* 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
|
* only objects that render depth in the scene receive shadows. See this post
|
||||||
* for more details
|
* for more details
|
||||||
* http://jmonkeyengine.org/groups/general-2/forum/topic/silly-question-about-shadow-rendering/#post-191599
|
* 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.
|
* All rights reserved.
|
||||||
*
|
*
|
||||||
* Redistribution and use in source and binary forms, with or without
|
* 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
|
* 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.
|
* 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.
|
* 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 Recieve mode set on spatial is ignored.
|
* 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.
|
* 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
|
* 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
|
* 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 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.
|
* 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.
|
* @param lambda the lambda value.
|
||||||
*/
|
*/
|
||||||
public void setLambda(float lambda) {
|
public void setLambda(float lambda) {
|
||||||
|
@ -1,5 +1,5 @@
|
|||||||
/*
|
/*
|
||||||
* Copyright (c) 2009-2012 jMonkeyEngine
|
* Copyright (c) 2009-2018 jMonkeyEngine
|
||||||
* All rights reserved.
|
* All rights reserved.
|
||||||
*
|
*
|
||||||
* Redistribution and use in source and binary forms, with or without
|
* Redistribution and use in source and binary forms, with or without
|
||||||
@ -63,11 +63,11 @@ import java.util.ArrayList;
|
|||||||
import java.util.List;
|
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
|
* 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,
|
* 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>
|
* 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
|
* 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>
|
* href="http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html">http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html</a><br>
|
||||||
* <p/>
|
* <p/>
|
||||||
@ -324,7 +324,7 @@ public class PssmShadowRenderer implements SceneProcessor {
|
|||||||
applyHWShadows = true;
|
applyHWShadows = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
//debug function that create a displayable frustrum
|
//debug function that create a displayable frustum
|
||||||
private Geometry createFrustum(Vector3f[] pts, int i) {
|
private Geometry createFrustum(Vector3f[] pts, int i) {
|
||||||
WireFrustum frustum = new WireFrustum(pts);
|
WireFrustum frustum = new WireFrustum(pts);
|
||||||
Geometry frustumMdl = new Geometry("f", frustum);
|
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
|
* scene
|
||||||
*/
|
*/
|
||||||
public void displayDebug() {
|
public void displayDebug() {
|
||||||
@ -497,7 +497,7 @@ public class PssmShadowRenderer implements SceneProcessor {
|
|||||||
displayShadowMap(renderManager.getRenderer());
|
displayShadowMap(renderManager.getRenderer());
|
||||||
}
|
}
|
||||||
if (!noOccluders) {
|
if (!noOccluders) {
|
||||||
//setting params to recieving geometry list
|
//setting params to receiving geometry list
|
||||||
setMatParams();
|
setMatParams();
|
||||||
|
|
||||||
Camera cam = viewPort.getCamera();
|
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
|
* 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 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.
|
* 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.
|
* @param lambda the lambda value.
|
||||||
*/
|
*/
|
||||||
public void setLambda(float lambda) {
|
public void setLambda(float lambda) {
|
||||||
|
@ -1,5 +1,5 @@
|
|||||||
/*
|
/*
|
||||||
* Copyright (c) 2009-2012 jMonkeyEngine
|
* Copyright (c) 2009-2018 jMonkeyEngine
|
||||||
* All rights reserved.
|
* All rights reserved.
|
||||||
*
|
*
|
||||||
* Redistribution and use in source and binary forms, with or without
|
* 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
|
* 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
|
* 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
|
* than a about ten shadow receiving objects. The expense is the draw back that
|
||||||
* the shadow Recieve mode set on spatial is ignored. So basically all and only
|
* 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
|
* objects that render depth in the scene receive shadows. See this post for
|
||||||
* more details
|
* more details
|
||||||
* http://jmonkeyengine.org/groups/general-2/forum/topic/silly-question-about-shadow-rendering/#post-191599
|
* 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.
|
* All rights reserved.
|
||||||
*
|
*
|
||||||
* Redistribution and use in source and binary forms, with or without
|
* 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;
|
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
|
* (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
|
* 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
|
* 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
|
* 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>
|
* href="http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html">http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html</a><br>
|
||||||
* <p/>
|
* <p/>
|
||||||
|
@ -1,5 +1,5 @@
|
|||||||
/*
|
/*
|
||||||
* Copyright (c) 2009-2012 jMonkeyEngine
|
* Copyright (c) 2009-2018 jMonkeyEngine
|
||||||
* All rights reserved.
|
* All rights reserved.
|
||||||
*
|
*
|
||||||
* Redistribution and use in source and binary forms, with or without
|
* 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.
|
* @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.
|
* All rights reserved.
|
||||||
*
|
*
|
||||||
* Redistribution and use in source and binary forms, with or without
|
* Redistribution and use in source and binary forms, with or without
|
||||||
@ -61,7 +61,7 @@ public final class LastTextureState {
|
|||||||
anisoFilter = 1;
|
anisoFilter = 1;
|
||||||
|
|
||||||
// The default in OpenGL is OFF, so we avoid setting this per texture
|
// 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;
|
shadowCompareMode = Texture.ShadowCompareMode.Off;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -1,5 +1,5 @@
|
|||||||
/*
|
/*
|
||||||
* Copyright (c) 2009-2012 jMonkeyEngine
|
* Copyright (c) 2009-2018 jMonkeyEngine
|
||||||
* All rights reserved.
|
* All rights reserved.
|
||||||
*
|
*
|
||||||
* Redistribution and use in source and binary forms, with or without
|
* 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.
|
* 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
|
* 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 assetManager from which to load materials
|
||||||
* @param texture to use
|
* @param texture to use
|
||||||
@ -115,7 +115,7 @@ public class SkyFactory {
|
|||||||
* Create a sky with radius=10 using the given cubemap or spheremap texture.
|
* 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
|
* 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 assetManager from which to load materials
|
||||||
* @param texture to use
|
* @param texture to use
|
||||||
@ -149,7 +149,7 @@ public class SkyFactory {
|
|||||||
* </ul>
|
* </ul>
|
||||||
* @param sphereRadius the sky sphere's radius: for the sky to be visible,
|
* @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
|
* 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
|
* @return a new spatial representing the sky, ready to be attached to the
|
||||||
* scene graph
|
* 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)}
|
* @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 envMapType see {@link EnvMapType}
|
||||||
* @param sphereRadius the sky sphere's radius: for the sky to be visible,
|
* @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
|
* 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
|
* @return a new spatial representing the sky, ready to be attached to the
|
||||||
* scene graph
|
* scene graph
|
||||||
*/
|
*/
|
||||||
@ -191,7 +191,7 @@ public class SkyFactory {
|
|||||||
skyMat.setVector3("NormalScale", normalScale);
|
skyMat.setVector3("NormalScale", normalScale);
|
||||||
switch (envMapType){
|
switch (envMapType){
|
||||||
case CubeMap :
|
case CubeMap :
|
||||||
// make sure its a cubemap
|
// make sure it's a cubemap
|
||||||
if (!(texture instanceof TextureCubeMap)) {
|
if (!(texture instanceof TextureCubeMap)) {
|
||||||
Image img = texture.getImage();
|
Image img = texture.getImage();
|
||||||
texture = new TextureCubeMap();
|
texture = new TextureCubeMap();
|
||||||
@ -342,7 +342,7 @@ public class SkyFactory {
|
|||||||
* Create a cube-mapped sky with radius=10 using six textures.
|
* 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
|
* 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 assetManager from which to load materials
|
||||||
* @param west texture for the western face of the cube
|
* @param west texture for the western face of the cube
|
||||||
@ -379,7 +379,7 @@ public class SkyFactory {
|
|||||||
* transformation to the normal.
|
* transformation to the normal.
|
||||||
* @param sphereRadius the sky sphere's radius: for the sky to be visible,
|
* @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
|
* 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
|
* @return a new spatial representing the sky, ready to be attached to the
|
||||||
* scene graph
|
* scene graph
|
||||||
*/
|
*/
|
||||||
|
@ -1,5 +1,5 @@
|
|||||||
/*
|
/*
|
||||||
* Copyright (c) 2009-2012 jMonkeyEngine
|
* Copyright (c) 2009-2018 jMonkeyEngine
|
||||||
* All rights reserved.
|
* All rights reserved.
|
||||||
*
|
*
|
||||||
* Redistribution and use in source and binary forms, with or without
|
* Redistribution and use in source and binary forms, with or without
|
||||||
@ -266,7 +266,7 @@ public class TangentBinormalGenerator {
|
|||||||
return vertices;
|
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
|
//make this method also split vertice with rotated tangent space and I'll
|
||||||
//add another splitRotated boolean
|
//add another splitRotated boolean
|
||||||
private static List<VertexData> splitVertices(Mesh mesh, List<VertexData> vertexData, boolean splitMirorred) {
|
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.
|
* All rights reserved.
|
||||||
*
|
*
|
||||||
* Redistribution and use in source and binary forms, with or without
|
* 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
|
* @param cloner The cloner that is performing the cloning operation. The
|
||||||
* cloneFields method can call back into the cloner to make
|
* 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.
|
* @param original The original object from which this object was cloned.
|
||||||
* This is provided for the very rare case that this object needs
|
* This is provided for the very rare case that this object needs
|
||||||
* to refer to its original for some reason. In general, all of
|
* 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) {
|
if ((pMyTriInfo.flag & GROUP_WITH_ANY) != 0) {
|
||||||
// first to group with a group-with-anything triangle
|
// 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!!
|
// This is the only existing order dependency in the code!!
|
||||||
if (pMyTriInfo.assignedGroup[0] == null
|
if (pMyTriInfo.assignedGroup[0] == null
|
||||||
&& pMyTriInfo.assignedGroup[1] == null
|
&& pMyTriInfo.assignedGroup[1] == null
|
||||||
|
@ -1,5 +1,5 @@
|
|||||||
/*
|
/*
|
||||||
* Copyright (c) 2009-2012 jMonkeyEngine
|
* Copyright (c) 2009-2018 jMonkeyEngine
|
||||||
* All rights reserved.
|
* All rights reserved.
|
||||||
*
|
*
|
||||||
* Redistribution and use in source and binary forms, with or without
|
* 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 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)
|
* (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:
|
* 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.
|
* All rights reserved.
|
||||||
*
|
*
|
||||||
* Redistribution and use in source and binary forms, with or without
|
* 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.
|
* contains a couple of convenience methods for applying the TextureOption to either a TextureKey or a Texture.
|
||||||
*/
|
*/
|
||||||
private static class TextureOptionValue {
|
private static class TextureOptionValue {
|
||||||
|
@ -1,5 +1,5 @@
|
|||||||
/*
|
/*
|
||||||
* Copyright (c) 2009-2012 jMonkeyEngine
|
* Copyright (c) 2009-2018 jMonkeyEngine
|
||||||
* All rights reserved.
|
* All rights reserved.
|
||||||
*
|
*
|
||||||
* Redistribution and use in source and binary forms, with or without
|
* Redistribution and use in source and binary forms, with or without
|
||||||
@ -312,7 +312,7 @@ public final class TGALoader implements AssetLoader {
|
|||||||
rawData[rawDataIndex++] = alpha;
|
rawData[rawDataIndex++] = alpha;
|
||||||
}
|
}
|
||||||
} else {
|
} 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;
|
j += count;
|
||||||
while (count-- >= 0) {
|
while (count-- >= 0) {
|
||||||
blue = dis.readByte();
|
blue = dis.readByte();
|
||||||
@ -349,7 +349,7 @@ public final class TGALoader implements AssetLoader {
|
|||||||
rawData[rawDataIndex++] = blue;
|
rawData[rawDataIndex++] = blue;
|
||||||
}
|
}
|
||||||
} else {
|
} 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;
|
j += count;
|
||||||
while (count-- >= 0) {
|
while (count-- >= 0) {
|
||||||
blue = dis.readByte();
|
blue = dis.readByte();
|
||||||
@ -388,7 +388,7 @@ public final class TGALoader implements AssetLoader {
|
|||||||
rawData[rawDataIndex++] = blue;
|
rawData[rawDataIndex++] = blue;
|
||||||
}
|
}
|
||||||
} else {
|
} 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;
|
j += count;
|
||||||
while (count-- >= 0) {
|
while (count-- >= 0) {
|
||||||
data[1] = dis.readByte();
|
data[1] = dis.readByte();
|
||||||
|
@ -1,5 +1,5 @@
|
|||||||
/*
|
/*
|
||||||
* Copyright (c) 2009-2015 jMonkeyEngine
|
* Copyright (c) 2009-2018 jMonkeyEngine
|
||||||
* All rights reserved.
|
* All rights reserved.
|
||||||
*
|
*
|
||||||
* Redistribution and use in source and binary forms, with or without
|
* Redistribution and use in source and binary forms, with or without
|
||||||
@ -166,9 +166,9 @@ public class KTXLoader implements AssetLoader {
|
|||||||
int offset = 0;
|
int offset = 0;
|
||||||
//iterate over data
|
//iterate over data
|
||||||
for (int mipLevel = 0; mipLevel < numberOfMipmapLevels; mipLevel++) {
|
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.
|
//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 fileImageSize = in.readInt();
|
||||||
|
|
||||||
int width = Math.max(1, pixelWidth >> mipLevel);
|
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
|
* @param b
|
||||||
* @return
|
* @return
|
||||||
*/
|
*/
|
||||||
|
Loading…
x
Reference in New Issue
Block a user