comment corrections in jme3-core: mostly spelling and grammar

v3.2
Stephen Gold 7 years ago
parent 66a46920b9
commit 81ba0d7249
  1. 8
      jme3-core/src/main/java/com/jme3/animation/Bone.java
  2. 4
      jme3-core/src/main/java/com/jme3/animation/Skeleton.java
  3. 4
      jme3-core/src/main/java/com/jme3/animation/SkeletonControl.java
  4. 4
      jme3-core/src/main/java/com/jme3/asset/AssetManager.java
  5. 4
      jme3-core/src/main/java/com/jme3/collision/SweepSphere.java
  6. 2
      jme3-core/src/main/java/com/jme3/input/InputManager.java
  7. 10
      jme3-core/src/main/java/com/jme3/math/ColorRGBA.java
  8. 8
      jme3-core/src/main/java/com/jme3/math/Quaternion.java
  9. 4
      jme3-core/src/main/java/com/jme3/math/Transform.java
  10. 4
      jme3-core/src/main/java/com/jme3/math/Vector2f.java
  11. 8
      jme3-core/src/main/java/com/jme3/math/Vector3f.java
  12. 4
      jme3-core/src/main/java/com/jme3/math/Vector4f.java
  13. 4
      jme3-core/src/main/java/com/jme3/renderer/opengl/GLRenderer.java
  14. 4
      jme3-core/src/main/java/com/jme3/scene/Geometry.java
  15. 4
      jme3-core/src/main/java/com/jme3/scene/Mesh.java
  16. 4
      jme3-core/src/main/java/com/jme3/scene/Node.java
  17. 10
      jme3-core/src/main/java/com/jme3/scene/Spatial.java
  18. 4
      jme3-core/src/main/java/com/jme3/scene/debug/custom/BoneShape.java
  19. 4
      jme3-core/src/main/java/com/jme3/scene/shape/AbstractBox.java
  20. 6
      jme3-core/src/main/java/com/jme3/scene/shape/Box.java
  21. 4
      jme3-core/src/main/java/com/jme3/scene/shape/Cylinder.java
  22. 12
      jme3-core/src/main/java/com/jme3/shader/Glsl100ShaderGenerator.java
  23. 6
      jme3-core/src/main/java/com/jme3/shader/Shader.java
  24. 6
      jme3-core/src/main/java/com/jme3/shader/ShaderGenerator.java
  25. 6
      jme3-core/src/main/java/com/jme3/shadow/AbstractShadowFilter.java
  26. 4
      jme3-core/src/main/java/com/jme3/shadow/AbstractShadowRenderer.java
  27. 20
      jme3-core/src/main/java/com/jme3/shadow/DirectionalLightShadowFilter.java
  28. 18
      jme3-core/src/main/java/com/jme3/shadow/DirectionalLightShadowRenderer.java
  29. 8
      jme3-core/src/main/java/com/jme3/shadow/PointLightShadowFilter.java
  30. 12
      jme3-core/src/main/java/com/jme3/shadow/PssmShadowFilter.java
  31. 16
      jme3-core/src/main/java/com/jme3/shadow/PssmShadowRenderer.java
  32. 8
      jme3-core/src/main/java/com/jme3/shadow/SpotLightShadowFilter.java
  33. 6
      jme3-core/src/main/java/com/jme3/shadow/SpotLightShadowRenderer.java
  34. 4
      jme3-core/src/main/java/com/jme3/system/AppSettings.java
  35. 4
      jme3-core/src/main/java/com/jme3/texture/image/LastTextureState.java
  36. 16
      jme3-core/src/main/java/com/jme3/util/SkyFactory.java
  37. 4
      jme3-core/src/main/java/com/jme3/util/TangentBinormalGenerator.java
  38. 4
      jme3-core/src/main/java/com/jme3/util/clone/JmeCloneable.java
  39. 2
      jme3-core/src/main/java/com/jme3/util/mikktspace/MikktspaceTangentGenerator.java
  40. 4
      jme3-core/src/plugins/java/com/jme3/export/binary/BinaryInputCapsule.java
  41. 4
      jme3-core/src/plugins/java/com/jme3/material/plugins/J3MLoader.java
  42. 8
      jme3-core/src/plugins/java/com/jme3/texture/plugins/TGALoader.java
  43. 8
      jme3-core/src/plugins/java/com/jme3/texture/plugins/ktx/KTXLoader.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);

@ -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--) {

@ -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

@ -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[]) }.

@ -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;

@ -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.

@ -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 <code>ColorRGBA</code> to a <code>Vector3f</code> 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 <code>Vector3f</code> containing the RGB value of this <code>ColorRGBA</code>.
*/
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
* 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>.
*/
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

@ -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
/**
* <code>inverse</code> 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
*/

@ -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.
*/

@ -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
/**
* <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 hash code value of this vector.

@ -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
/**
* <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.
* @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.
*
* 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
* 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.
*/

@ -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;

@ -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

@ -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;
}

@ -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()) {

@ -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;
/**
* <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
* {@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.
*/
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
}
/**
* <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.
*/

@ -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

@ -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.
* <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.
*/
protected abstract void duUpdateGeometryTextures();

@ -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 <code>Box</code> object.
* <p>
* 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.
* <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.
*/
@Override

@ -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

@ -1,5 +1,5 @@
/*
* Copyright (c) 2009-2012 jMonkeyEngine
* Copyright (c) 2009-2018 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
@ -82,7 +82,7 @@ public class Glsl100ShaderGenerator extends ShaderGenerator {
* {@inheritDoc}
*
* attributes are all declared, inPositon is declared even if it's not in
* the list and it's condition is nulled.
* the list and its condition is nulled.
*/
@Override
protected void generateAttributes(StringBuilder source, ShaderGenerationInfo info) {
@ -331,7 +331,7 @@ public class Glsl100ShaderGenerator extends ShaderGenerator {
* declares a variable, embed in a conditional block if needed. the namespace is appended with "_"
* @param source the StringBuilder to use
* @param var the variable to declare
* @param value the initialization value to assign the the variable
* @param value the initialization value to assign the variable
*/
protected void declareVariable(StringBuilder source, ShaderNodeVariable var, String value) {
declareVariable(source, var, value, true, null);
@ -352,7 +352,7 @@ public class Glsl100ShaderGenerator extends ShaderGenerator {
* declares a variable, embed in a conditional block if needed.
* @param source the StringBuilder to use
* @param var the variable to declare
* @param value the initialization value to assign the the variable
* @param value the initialization value to assign the variable
* @param appendNameSpace true to append the nameSpace + "_"
* @param modifier the modifier of the variable (attribute, varying, in , out,...)
*/
@ -529,7 +529,7 @@ public class Glsl100ShaderGenerator extends ShaderGenerator {
* appropriate defined based on the mapping condition of this variable.
* Complex condition syntax are handled.
*
* @param nodeSource the sahderNode source code
* @param nodeSource the shaderNode source code
* @param shaderNode the ShaderNode being processed
* @return the modified shaderNode source.
*/
@ -608,7 +608,7 @@ public class Glsl100ShaderGenerator extends ShaderGenerator {
* @param source the StringBuilder to use
* @param var the variable to declare as an varying
* @param input a boolean set to true if the this varying is an input.
* this in not used in this implementation but can be used in overridings
* this in not used in this implementation but can be used in overriding
* implementation
*/
protected void declareVarying(StringBuilder source, ShaderNodeVariable var, boolean input) {

@ -1,5 +1,5 @@
/*
* Copyright (c) 2009-2012 jMonkeyEngine
* Copyright (c) 2009-2018 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
@ -65,7 +65,7 @@ public final class Shader extends NativeObject {
private final IntMap<Attribute> attribs;
/**
* Type of shader. The shader will control the pipeline of it's type.
* Type of shader. The shader will control the pipeline of its type.
*/
public static enum ShaderType {
@ -106,7 +106,7 @@ public final class Shader extends NativeObject {
/**
* Shader source describes a shader object in OpenGL. Each shader source
* is assigned a certain pipeline which it controls (described by it's type).
* is assigned a certain pipeline which it controls (described by its type).
*/
public static class ShaderSource extends NativeObject {

@ -1,5 +1,5 @@
/*
* Copyright (c) 2009-2012 jMonkeyEngine
* Copyright (c) 2009-2018 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
@ -220,7 +220,7 @@ public abstract class ShaderGenerator {
* @see ShaderGenerator#generateNodeMainSection
*
* @param loadedSource the actual source code loaded for this node.
* @param shaderPath path the the shader file
* @param shaderPath path to the shader file
* @param sourceDeclaration the Shader declaration part string builder.
* @param source the Shader main part StringBuilder.
* @param shaderNode the shader node.
@ -283,7 +283,7 @@ public abstract class ShaderGenerator {
/**
* Appends the given shaderNode declarative part to the shader declarative
* part. If needed the sahder type can be determined by fetching the
* part. If needed the shader type can be determined by fetching the
* shaderNode's definition type.
*
* @see ShaderNode#getDefinition()

@ -1,5 +1,5 @@
/*
* Copyright (c) 2009-2012 jMonkeyEngine
* Copyright (c) 2009-2018 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
@ -178,7 +178,7 @@ public abstract class AbstractShadowFilter<T extends AbstractShadowRenderer> ext
}
/**
* returns the shdaow intensity
* returns the shadow intensity
*
* @see #setShadowIntensity(float shadowIntensity)
* @return shadowIntensity
@ -302,7 +302,7 @@ public abstract class AbstractShadowFilter<T extends AbstractShadowRenderer> ext
/**
* returns the the edge filtering mode
* returns the edge filtering mode
*
* @see EdgeFilteringMode
* @return

@ -1,5 +1,5 @@
/*
* Copyright (c) 2009-2012 jMonkeyEngine
* Copyright (c) 2009-2018 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
@ -482,7 +482,7 @@ public abstract class AbstractShadowRenderer implements SceneProcessor, Savable,
getReceivers(lightReceivers);
if (lightReceivers.size() != 0) {
//setting params to recieving geometry list
//setting params to receiving geometry list
setMatParams(lightReceivers);
Camera cam = viewPort.getCamera();

@ -1,5 +1,5 @@
/*
* Copyright (c) 2009-2012 jMonkeyEngine
* Copyright (c) 2009-2018 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
@ -42,10 +42,10 @@ import java.io.IOException;
/**
*
* This Filter does basically the same as a DirectionalLightShadowRenderer
* except it renders the post shadow pass as a fulscreen quad pass instead of a
* except it renders the post shadow pass as a fullscreen quad pass instead of a
* geometry pass. It's mostly faster than PssmShadowRenderer as long as you have
* more than a about ten shadow recieving objects. The expense is the draw back
* that the shadow Recieve mode set on spatial is ignored. So basically all and
* more than a about ten shadow receiving objects. The expense is the draw back
* that the shadow Receive mode set on spatial is ignored. So basically all and
* only objects that render depth in the scene receive shadows. See this post
* for more details
* http://jmonkeyengine.org/groups/general-2/forum/topic/silly-question-about-shadow-rendering/#post-191599
@ -100,7 +100,7 @@ public class DirectionalLightShadowFilter extends AbstractShadowFilter<Direction
}
/**
* returns the labda parameter
* returns the lambda parameter
*
* @see #setLambda(float lambda)
* @return lambda
@ -111,12 +111,12 @@ public class DirectionalLightShadowFilter extends AbstractShadowFilter<Direction
/**
* Adjust the repartition of the different shadow maps in the shadow extend
* usualy goes from 0.0 to 1.0 a low value give a more linear repartition
* usually goes from 0.0 to 1.0 a low value give a more linear repartition
* resulting in a constant quality in the shadow over the extends, but near
* shadows could look very jagged a high value give a more logarithmic
* repartition resulting in a high quality for near shadows, but the quality
* quickly decrease over the extend. the default value is set to 0.65f
* (theoric optimal value).
* (theoretic optimal value).
*
* @param lambda the lambda value.
*/
@ -125,7 +125,7 @@ public class DirectionalLightShadowFilter extends AbstractShadowFilter<Direction
}
/**
* retruns true if stabilization is enabled
* returns true if stabilization is enabled
* @return
*/
public boolean isEnabledStabilization() {
@ -133,8 +133,8 @@ public class DirectionalLightShadowFilter extends AbstractShadowFilter<Direction
}
/**
* Enables the stabilization of the shadows's edges. (default is true)
* This prevents shadows' edges to flicker when the camera moves
* Enables the stabilization of the shadow's edges. (default is true)
* This prevents shadow edges from flickering when the camera moves.
* However it can lead to some shadow quality loss in some particular scenes.
* @param stabilize
*/

@ -1,5 +1,5 @@
/*
* Copyright (c) 2009-2012 jMonkeyEngine
* Copyright (c) 2009-2018 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
@ -51,11 +51,11 @@ import com.jme3.util.clone.Cloner;
import java.io.IOException;
/**
* DirectionalLightShadowRenderer renderer use Parrallel Split Shadow Mapping
* DirectionalLightShadowRenderer renderer use Parallel Split Shadow Mapping
* technique (pssm)<br> It splits the view frustum in several parts and compute
* a shadow map for each one.<br> splits are distributed so that the closer they
* are from the camera, the smaller they are to maximize the resolution used of
* the shadow map.<br> This result in a better quality shadow than standard
* the shadow map.<br> This results in a better quality shadow than standard
* shadow mapping.<br> for more informations on this read this <a
* href="http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html">http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html</a><br>
* <p/>
@ -73,7 +73,7 @@ public class DirectionalLightShadowRenderer extends AbstractShadowRenderer {
private boolean stabilize = true;
/**
* Used for serialzation use
* Used for serialization use
* DirectionalLightShadowRenderer#DirectionalLightShadowRenderer(AssetManager
* assetManager, int shadowMapSize, int nbSplits)
*/
@ -234,7 +234,7 @@ public class DirectionalLightShadowRenderer extends AbstractShadowRenderer {
}
/**
* returns the labda parameter see #setLambda(float lambda)
* returns the lambda parameter see #setLambda(float lambda)
*
* @return lambda
*/
@ -244,10 +244,10 @@ public class DirectionalLightShadowRenderer extends AbstractShadowRenderer {
/*
* Adjust the repartition of the different shadow maps in the shadow extend
* usualy goes from 0.0 to 1.0
* usually goes from 0.0 to 1.0
* a low value give a more linear repartition resulting in a constant quality in the shadow over the extends, but near shadows could look very jagged
* a high value give a more logarithmic repartition resulting in a high quality for near shadows, but the quality quickly decrease over the extend.
* the default value is set to 0.65f (theoric optimal value).
* the default value is set to 0.65f (theoretic optimal value).
* @param lambda the lambda value.
*/
public void setLambda(float lambda) {
@ -262,8 +262,8 @@ public class DirectionalLightShadowRenderer extends AbstractShadowRenderer {
}
/**
* Enables the stabilization of the shadows's edges. (default is true)
* This prevents shadows' edges to flicker when the camera moves
* Enables the stabilization of the shadow's edges. (default is true)
* This prevents shadow edges from flickering when the camera moves.
* However it can lead to some shadow quality loss in some particular scenes.
* @param stabilize
*/

@ -1,5 +1,5 @@
/*
* Copyright (c) 2009-2012 jMonkeyEngine
* Copyright (c) 2009-2018 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
@ -42,10 +42,10 @@ import java.io.IOException;
/**
*
* This Filter does basically the same as a PointLightShadowRenderer except it
* renders the post shadow pass as a fulscreen quad pass instead of a geometry
* renders the post shadow pass as a fullscreen quad pass instead of a geometry
* pass. It's mostly faster than PointLightShadowRenderer as long as you have
* more than a about ten shadow recieving objects. The expense is the draw back
* that the shadow Recieve mode set on spatial is ignored. So basically all and
* more than a about ten shadow receiving objects. The expense is the draw back
* that the shadow Receive mode set on spatial is ignored. So basically all and
* only objects that render depth in the scene receive shadows. See this post
* for more details
* http://jmonkeyengine.org/groups/general-2/forum/topic/silly-question-about-shadow-rendering/#post-191599

@ -1,5 +1,5 @@
/*
* Copyright (c) 2009-2012 jMonkeyEngine
* Copyright (c) 2009-2018 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
@ -52,9 +52,9 @@ import java.io.IOException;
/**
*
* This Filter does basically the same as a PssmShadowRenderer except it renders
* the post shadow pass as a fulscreen quad pass instead of a geometry pass.
* It's mostly faster than PssmShadowRenderer as long as you have more than a about ten shadow recieving objects.
* The expense is the draw back that the shadow Recieve mode set on spatial is ignored.
* the post shadow pass as a fullscreen quad pass instead of a geometry pass.
* It's mostly faster than PssmShadowRenderer as long as you have more than a about ten shadow receiving objects.
* The expense is the draw back that the shadow Receive mode set on spatial is ignored.
* So basically all and only objects that render depth in the scene receive shadows.
* See this post for more details http://jmonkeyengine.org/groups/general-2/forum/topic/silly-question-about-shadow-rendering/#post-191599
*
@ -160,10 +160,10 @@ public class PssmShadowFilter extends Filter {
/**
* Adjust the repartition of the different shadow maps in the shadow extend
* usualy goes from 0.0 to 1.0
* usually goes from 0.0 to 1.0
* a low value give a more linear repartition resulting in a constant quality in the shadow over the extends, but near shadows could look very jagged
* a high value give a more logarithmic repartition resulting in a high quality for near shadows, but the quality quickly decrease over the extend.
* the default value is set to 0.65f (theoric optimal value).
* the default value is set to 0.65f (theoretic optimal value).
* @param lambda the lambda value.
*/
public void setLambda(float lambda) {

@ -1,5 +1,5 @@
/*
* Copyright (c) 2009-2012 jMonkeyEngine
* Copyright (c) 2009-2018 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
@ -63,11 +63,11 @@ import java.util.ArrayList;
import java.util.List;
/**
* PssmShadow renderer use Parrallel Split Shadow Mapping technique (pssm)<br>
* PssmShadow renderer use Parallel Split Shadow Mapping technique (pssm)<br>
* It splits the view frustum in several parts and compute a shadow map for each
* one.<br> splits are distributed so that the closer they are from the camera,
* the smaller they are to maximize the resolution used of the shadow map.<br>
* This result in a better quality shadow than standard shadow mapping.<br> for
* This results in a better quality shadow than standard shadow mapping.<br> for
* more informations on this read this <a
* href="http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html">http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html</a><br>
* <p/>
@ -324,7 +324,7 @@ public class PssmShadowRenderer implements SceneProcessor {
applyHWShadows = true;
}
//debug function that create a displayable frustrum
//debug function that create a displayable frustum
private Geometry createFrustum(Vector3f[] pts, int i) {
WireFrustum frustum = new WireFrustum(pts);
Geometry frustumMdl = new Geometry("f", frustum);
@ -484,7 +484,7 @@ public class PssmShadowRenderer implements SceneProcessor {
}
/**
* For debugging purpose Allow to "snapshot" the current frustrum to the
* For debugging purpose Allow to "snapshot" the current frustum to the
* scene
*/
public void displayDebug() {
@ -497,7 +497,7 @@ public class PssmShadowRenderer implements SceneProcessor {
displayShadowMap(renderManager.getRenderer());
}
if (!noOccluders) {
//setting params to recieving geometry list
//setting params to receiving geometry list
setMatParams();
Camera cam = viewPort.getCamera();
@ -604,10 +604,10 @@ public class PssmShadowRenderer implements SceneProcessor {
/*
* Adjust the repartition of the different shadow maps in the shadow extend
* usualy goes from 0.0 to 1.0
* usually goes from 0.0 to 1.0
* a low value give a more linear repartition resulting in a constant quality in the shadow over the extends, but near shadows could look very jagged
* a high value give a more logarithmic repartition resulting in a high quality for near shadows, but the quality quickly decrease over the extend.
* the default value is set to 0.65f (theoric optimal value).
* the default value is set to 0.65f (theoretic optimal value).
* @param lambda the lambda value.
*/
public void setLambda(float lambda) {

@ -1,5 +1,5 @@
/*
* Copyright (c) 2009-2012 jMonkeyEngine
* Copyright (c) 2009-2018 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
@ -42,10 +42,10 @@ import java.io.IOException;
/**
*
* This Filter does basically the same as a SpotLightShadowRenderer except it
* renders the post shadow pass as a fulscreen quad pass instead of a geometry
* renders the post shadow pass as a fullscreen quad pass instead of a geometry
* pass. It's mostly faster than PssmShadowRenderer as long as you have more
* than a about ten shadow recieving objects. The expense is the draw back that
* the shadow Recieve mode set on spatial is ignored. So basically all and only
* than a about ten shadow receiving objects. The expense is the draw back that
* the shadow Receive mode set on spatial is ignored. So basically all and only
* objects that render depth in the scene receive shadows. See this post for
* more details
* http://jmonkeyengine.org/groups/general-2/forum/topic/silly-question-about-shadow-rendering/#post-191599

@ -1,5 +1,5 @@
/*
* Copyright (c) 2009-2012 jMonkeyEngine
* Copyright (c) 2009-2018 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
@ -52,11 +52,11 @@ import com.jme3.util.clone.Cloner;
import java.io.IOException;
/**
* SpotLightShadowRenderer renderer use Parrallel Split Shadow Mapping technique
* SpotLightShadowRenderer renderer use Parallel Split Shadow Mapping technique
* (pssm)<br> It splits the view frustum in several parts and compute a shadow
* map for each one.<br> splits are distributed so that the closer they are from
* the camera, the smaller they are to maximize the resolution used of the
* shadow map.<br> This result in a better quality shadow than standard shadow
* shadow map.<br> This results in a better quality shadow than standard shadow
* mapping.<br> for more informations on this read this <a
* href="http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html">http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html</a><br>
* <p/>

@ -1,5 +1,5 @@
/*
* Copyright (c) 2009-2012 jMonkeyEngine
* Copyright (c) 2009-2018 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
@ -1084,7 +1084,7 @@ public final class AppSettings extends HashMap<String, Object> {
}
/**
* Determine if the the display context will swap buffers every frame.
* Determine if the display context will swap buffers every frame.
*
* @return True if buffer swapping is enabled, false otherwise.
*

@ -1,5 +1,5 @@
/*
* Copyright (c) 2009-2015 jMonkeyEngine
* Copyright (c) 2009-2018 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
@ -61,7 +61,7 @@ public final class LastTextureState {
anisoFilter = 1;
// The default in OpenGL is OFF, so we avoid setting this per texture
// if its not used.
// if it's not used.
shadowCompareMode = Texture.ShadowCompareMode.Off;
}
}

@ -1,5 +1,5 @@
/*
* Copyright (c) 2009-2012 jMonkeyEngine
* Copyright (c) 2009-2018 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
@ -85,7 +85,7 @@ public class SkyFactory {
* Create a sky with radius=10 using the given cubemap or spheremap texture.
*
* For the sky to be visible, its radius must fall between the near and far
* planes of the camera's frustrum.
* planes of the camera's frustum.
*
* @param assetManager from which to load materials
* @param texture to use
@ -115,7 +115,7 @@ public class SkyFactory {
* Create a sky with radius=10 using the given cubemap or spheremap texture.
*
* For the sky to be visible, its radius must fall between the near and far
* planes of the camera's frustrum.
* planes of the camera's frustum.
*
* @param assetManager from which to load materials
* @param texture to use
@ -149,7 +149,7 @@ public class SkyFactory {
* </ul>
* @param sphereRadius the sky sphere's radius: for the sky to be visible,
* its radius must fall between the near and far planes of the camera's
* frustrum
* frustum
* @return a new spatial representing the sky, ready to be attached to the
* scene graph
* @deprecated use {@link SkyFactory#createSky(com.jme3.asset.AssetManager, com.jme3.texture.Texture, com.jme3.math.Vector3f, com.jme3.util.SkyFactory.EnvMapType, int)}
@ -171,7 +171,7 @@ public class SkyFactory {
* @param envMapType see {@link EnvMapType}
* @param sphereRadius the sky sphere's radius: for the sky to be visible,
* its radius must fall between the near and far planes of the camera's
* frustrum
* frustum
* @return a new spatial representing the sky, ready to be attached to the
* scene graph
*/
@ -191,7 +191,7 @@ public class SkyFactory {
skyMat.setVector3("NormalScale", normalScale);
switch (envMapType){
case CubeMap :
// make sure its a cubemap
// make sure it's a cubemap
if (!(texture instanceof TextureCubeMap)) {
Image img = texture.getImage();
texture = new TextureCubeMap();
@ -342,7 +342,7 @@ public class SkyFactory {
* Create a cube-mapped sky with radius=10 using six textures.
*
* For the sky to be visible, its radius must fall between the near and far
* planes of the camera's frustrum.
* planes of the camera's frustum.
*
* @param assetManager from which to load materials
* @param west texture for the western face of the cube
@ -379,7 +379,7 @@ public class SkyFactory {
* transformation to the normal.
* @param sphereRadius the sky sphere's radius: for the sky to be visible,
* its radius must fall between the near and far planes of the camera's
* frustrum
* frustum
* @return a new spatial representing the sky, ready to be attached to the
* scene graph
*/

@ -1,5 +1,5 @@
/*
* Copyright (c) 2009-2012 jMonkeyEngine
* Copyright (c) 2009-2018 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
@ -266,7 +266,7 @@ public class TangentBinormalGenerator {
return vertices;
}
//Don't remove splitmirorred boolean,It's not used right now, but i intend to
//Don't remove splitmirorred boolean,It's not used right now, but I intend to
//make this method also split vertice with rotated tangent space and I'll
//add another splitRotated boolean
private static List<VertexData> splitVertices(Mesh mesh, List<VertexData> vertexData, boolean splitMirorred) {

@ -1,5 +1,5 @@
/*
* Copyright (c) 2016 jMonkeyEngine
* Copyright (c) 2016-2018 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
@ -88,7 +88,7 @@ public interface JmeCloneable extends Cloneable {
*
* @param cloner The cloner that is performing the cloning operation. The
* cloneFields method can call back into the cloner to make
* clones if its subordinate fields.
* clones of its subordinate fields.
* @param original The original object from which this object was cloned.
* This is provided for the very rare case that this object needs
* to refer to its original for some reason. In general, all of

@ -950,7 +950,7 @@ public class MikktspaceTangentGenerator {
}
if ((pMyTriInfo.flag & GROUP_WITH_ANY) != 0) {
// first to group with a group-with-anything triangle
// determines it's orientation.
// determines its orientation.
// This is the only existing order dependency in the code!!
if (pMyTriInfo.assignedGroup[0] == null
&& pMyTriInfo.assignedGroup[1] == null

@ -1,5 +1,5 @@
/*
* Copyright (c) 2009-2012 jMonkeyEngine
* Copyright (c) 2009-2018 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
@ -975,7 +975,7 @@ final class BinaryInputCapsule implements InputCapsule {
/*
* UTF-8 crash course:
*
* UTF-8 codepoints map to UTF-16 codepoints and vv, which is what Java uses for it's Strings.
* UTF-8 codepoints map to UTF-16 codepoints and vv, which is what Java uses for its Strings.
* (so a UTF-8 codepoint can contain all possible values for a Java char)
*
* A UTF-8 codepoint can be 1, 2 or 3 bytes long. How long a codepint is can be told by reading the first byte:

@ -1,5 +1,5 @@
/*
* Copyright (c) 2009-2012 jMonkeyEngine
* Copyright (c) 2009-2018 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
@ -932,7 +932,7 @@ public class J3MLoader implements AssetLoader {
}
/**
* Internal object used for holding a {@link com.jme3.material.plugins.J3MLoader.TextureOption} and it's value. Also
* Internal object used for holding a {@link com.jme3.material.plugins.J3MLoader.TextureOption} and its value. Also
* contains a couple of convenience methods for applying the TextureOption to either a TextureKey or a Texture.
*/
private static class TextureOptionValue {

@ -1,5 +1,5 @@
/*
* Copyright (c) 2009-2012 jMonkeyEngine
* Copyright (c) 2009-2018 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
@ -312,7 +312,7 @@ public final class TGALoader implements AssetLoader {
rawData[rawDataIndex++] = alpha;
}
} else {
// Its not RLE packed, but the next <count> pixels are raw.
// It's not RLE packed, but the next <count> pixels are raw.
j += count;
while (count-- >= 0) {
blue = dis.readByte();
@ -349,7 +349,7 @@ public final class TGALoader implements AssetLoader {
rawData[rawDataIndex++] = blue;
}
} else {
// Its not RLE packed, but the next <count> pixels are raw.
// It's not RLE packed, but the next <count> pixels are raw.
j += count;
while (count-- >= 0) {
blue = dis.readByte();
@ -388,7 +388,7 @@ public final class TGALoader implements AssetLoader {
rawData[rawDataIndex++] = blue;
}
} else {
// Its not RLE packed, but the next <count> pixels are raw.
// It's not RLE packed, but the next <count> pixels are raw.
j += count;
while (count-- >= 0) {
data[1] = dis.readByte();

@ -1,5 +1,5 @@
/*
* Copyright (c) 2009-2015 jMonkeyEngine
* Copyright (c) 2009-2018 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
@ -166,9 +166,9 @@ public class KTXLoader implements AssetLoader {
int offset = 0;
//iterate over data
for (int mipLevel = 0; mipLevel < numberOfMipmapLevels; mipLevel++) {
//size of the image in byte.
//size of the image in bytes.
//this value is bogus in many example, when using mipmaps.
//instead we compute the theorical size and display a warning when it does not match.
//instead we compute the theoretical size and display a warning when it does not match.
int fileImageSize = in.readInt();
int width = Math.max(1, pixelWidth >> mipLevel);
@ -312,7 +312,7 @@ public class KTXLoader implements AssetLoader {
}
/**
* Chacks the file id
* Checks the file id
* @param b
* @return
*/

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