Created clickable links out of http mentions in all jME3 Javadoc

git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@8465 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
3.0
sky..ok 13 years ago
parent 1095a1fb62
commit 84116c85f8
  1. 3
      engine/src/android/jme3tools/android/Fixed.java
  2. 3
      engine/src/core/com/jme3/bounding/BoundingBox.java
  3. 7
      engine/src/core/com/jme3/bounding/BoundingSphere.java
  4. 3
      engine/src/core/com/jme3/input/TouchInput.java
  5. 3
      engine/src/core/com/jme3/math/FastMath.java
  6. 4
      engine/src/core/com/jme3/math/Quaternion.java
  7. 8
      engine/src/core/com/jme3/renderer/Camera.java
  8. 2
      engine/src/core/com/jme3/system/AppSettings.java
  9. 3
      engine/src/core/com/jme3/util/IntMap.java
  10. 2
      engine/src/desktop-fx/com/jme3/post/filters/BloomFilter.java
  11. 2
      engine/src/desktop-fx/com/jme3/post/filters/CrossHatchFilter.java
  12. 2
      engine/src/desktop-fx/com/jme3/post/filters/FadeFilter.java
  13. 10
      engine/src/desktop-fx/com/jme3/post/ssao/SSAOFilter.java
  14. 4
      engine/src/desktop-fx/com/jme3/shadow/PssmShadowRenderer.java
  15. 8
      engine/src/desktop-fx/com/jme3/shadow/PssmShadowUtil.java
  16. 8
      engine/src/desktop-fx/com/jme3/shadow/ShadowUtil.java
  17. 2
      engine/src/desktop-fx/com/jme3/water/WaterFilter.java
  18. 2
      engine/src/lwjgl-ogl/com/jme3/system/lwjgl/LwjglCanvas.java

@ -8,7 +8,8 @@ import java.util.Random;
* </code>, which would also require <code>SIN_PRECALC</code> and <code>
* COS_PRECALC</code> updating).
*
* http://blog.numfum.com/2007/09/java-fixed-point-maths.html
* <p><a href="http://blog.numfum.com/2007/09/java-fixed-point-maths.html">
* http://blog.numfum.com/2007/09/java-fixed-point-maths.html</a></p>
*
* @version 1.0
* @author CW

@ -777,7 +777,8 @@ public class BoundingBox extends BoundingVolume {
}
/**
* C code ported from http://www.cs.lth.se/home/Tomas_Akenine_Moller/code/tribox3.txt
* C code ported from <a href="http://www.cs.lth.se/home/Tomas_Akenine_Moller/code/tribox3.txt">
* http://www.cs.lth.se/home/Tomas_Akenine_Moller/code/tribox3.txt</a>
*
* @param v1 The first point in the triangle
* @param v2 The second point in the triangle

@ -179,9 +179,10 @@ public class BoundingSphere extends BoundingVolume {
/**
* Calculates a minimum bounding sphere for the set of points. The algorithm
* was originally found at
* http://www.flipcode.com/cgi-bin/msg.cgi?showThread=COTD-SmallestEnclosingSpheres&forum=cotd&id=-1
* in C++ and translated to java by Cep21
* was originally found in C++ at
* <p><a href="http://www.flipcode.com/cgi-bin/msg.cgi?showThread=COTD-SmallestEnclosingSpheres&forum=cotd&id=-1">
* http://www.flipcode.com/cgi-bin/msg.cgi?showThread=COTD-SmallestEnclosingSpheres&forum=cotd&id=-1</a><br><strong>broken link</strong></p>
* <p>and translated to java by Cep21</p>
*
* @param points
* The points to calculate the minimum bounds from.

@ -83,7 +83,8 @@ public interface TouchInput extends Input {
/**
* Set if historic android events should be transmitted, can be used to get better performance and less mem
* see: <link>http://developer.android.com/reference/android/view/MotionEvent.html#getHistoricalX%28int,%20int%29</link>
* @see <a href="http://developer.android.com/reference/android/view/MotionEvent.html#getHistoricalX%28int,%20int%29">
* http://developer.android.com/reference/android/view/MotionEvent.html#getHistoricalX%28int,%20int%29</a>
* @param dontSendHistory turn of historic events if true, false else and default
*/
public void setOmitHistoricEvents(boolean dontSendHistory);

@ -933,7 +933,8 @@ final public class FastMath {
* Converts a single precision (32 bit) floating point value
* into half precision (16 bit).
*
* Source: http://www.fox-toolkit.org/ftp/fasthalffloatconversion.pdf
* <p>Source: <a href="http://www.fox-toolkit.org/ftp/fasthalffloatconversion.pdf">
* http://www.fox-toolkit.org/ftp/fasthalffloatconversion.pdf</a><br><strong>broken link</strong>
*
* @param half The half floating point value as a short.
* @return floating point value of the half.

@ -240,7 +240,7 @@ public final class Quaternion implements Savable, Cloneable, java.io.Serializabl
* <code>fromAngles</code> builds a Quaternion from the Euler rotation
* angles (y,r,p). Note that we are applying in order: roll, pitch, yaw but
* we've ordered them in x, y, and z for convenience.
* See: http://www.euclideanspace.com/maths/geometry/rotations/conversions/eulerToQuaternion/index.htm
* @see <a href="http://www.euclideanspace.com/maths/geometry/rotations/conversions/eulerToQuaternion/index.htm">http://www.euclideanspace.com/maths/geometry/rotations/conversions/eulerToQuaternion/index.htm</a>
*
* @param yaw
* the Euler yaw of rotation (in radians). (aka Bank, often rot
@ -283,7 +283,7 @@ public final class Quaternion implements Savable, Cloneable, java.io.Serializabl
/**
* <code>toAngles</code> returns this quaternion converted to Euler
* rotation angles (yaw,roll,pitch).<br/>
* See http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToEuler/index.htm
* @see <a href="http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToEuler/index.htm">http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToEuler/index.htm</a>
*
* @param angles
* the float[] in which the angles should be stored, or null if

@ -381,9 +381,11 @@ public class Camera implements Savable, Cloneable {
* The cliPlane is used to recompute the projectionMatrix using the plane as the near plane
* This technique is known as the oblique near-plane clipping method introduced by Eric Lengyel
* more info here
* http://www.terathon.com/code/oblique.html
* http://aras-p.info/texts/obliqueortho.html
* http://hacksoflife.blogspot.com/2008/12/every-now-and-then-i-come-across.html
* <ul>
* <li><a href="http://www.terathon.com/code/oblique.html">http://www.terathon.com/code/oblique.html</a>
* <li><a href="http://aras-p.info/texts/obliqueortho.html">http://aras-p.info/texts/obliqueortho.html</a>
* <li><a href="http://hacksoflife.blogspot.com/2008/12/every-now-and-then-i-come-across.html">http://hacksoflife.blogspot.com/2008/12/every-now-and-then-i-come-across.html</a>
* </ul>
*
* Note that this will work properly only if it's called on each update, and be aware that it won't work properly with the sky bucket.
* if you want to handle the sky bucket, look at how it's done in SimpleWaterProcessor.java

@ -540,7 +540,7 @@ public final class AppSettings extends HashMap<String, Object> {
/**
* Enable 3D stereo.
* <p>This feature requires hardware support from the GPU driver.
* See: http://en.wikipedia.org/wiki/Quad_buffering<br>
* @see <a href="http://en.wikipedia.org/wiki/Quad_buffering">http://en.wikipedia.org/wiki/Quad_buffering</a><br>
* Once enabled, filters or scene processors that handle 3D stereo rendering
* could use this feature to render using hardware 3D stereo.</p>
* (Default: false)

@ -38,9 +38,8 @@ import java.util.Map;
/**
* Similar to a {@link Map} except that ints are used as keys.
* @see Map
*
* Taken from http://code.google.com/p/skorpios/
* Taken from <a href="http://code.google.com/p/skorpios/">http://code.google.com/p/skorpios/</a>
*
* @author Nate
*/

@ -50,7 +50,7 @@ import java.util.ArrayList;
* There are 2 mode : Scene and Objects.<br>
* Scene mode extracts the bright parts of the scene to make them glow<br>
* Object mode make objects glow according to their material's glowMap or their GlowColor<br>
* see {@link http://jmonkeyengine.org/wiki/doku.php/jme3:advanced:bloom_and_glow} for more details
* @see <a href="http://jmonkeyengine.org/wiki/doku.php/jme3:advanced:bloom_and_glow">advanced:bloom_and_glow</a> for more details
*
* @author Rémy Bouquet aka Nehon
*/

@ -38,7 +38,7 @@ import com.jme3.post.Filter;
import com.jme3.renderer.RenderManager;
import com.jme3.renderer.ViewPort;
/*
/**
* A Post Processing filter that makes the screen look like it was drawn as
* diagonal lines with a pen.
* Try combining this with a cartoon edge filter to obtain manga style visuals.

@ -47,7 +47,7 @@ import java.io.IOException;
* Fade Filter allows you to make an animated fade effect on a scene.
* @author Rémy Bouquet aka Nehon
* implemented from boxjar implementation
* see http://jmonkeyengine.org/groups/graphics/forum/topic/newbie-question-general-fade-inout-effect/#post-105559
* @see <a href="http://jmonkeyengine.org/groups/graphics/forum/topic/newbie-question-general-fade-inout-effect/#post-105559">http://jmonkeyengine.org/groups/graphics/forum/topic/newbie-question-general-fade-inout-effect/#post-105559</a>
*/
public class FadeFilter extends Filter {

@ -52,9 +52,9 @@ import java.util.ArrayList;
/**
* SSAO stands for screen space ambient occlusion
* It's a technique that fake ambient lighting by computind shadows that near by objects would casts on each others
* It's a technique that fake ambient lighting by computing shadows that near by objects would casts on each others
* under the effect of an ambient light
* more info on this in this blog post http://jmonkeyengine.org/2010/08/16/screen-space-ambient-occlusion-for-jmonkeyengine-3-0/
* more info on this in this blog post <a href="http://jmonkeyengine.org/2010/08/16/screen-space-ambient-occlusion-for-jmonkeyengine-3-0/">http://jmonkeyengine.org/2010/08/16/screen-space-ambient-occlusion-for-jmonkeyengine-3-0/</a>
*
* @author Rémy Bouquet aka Nehon
*/
@ -77,14 +77,14 @@ public class SSAOFilter extends Filter {
private float downSampleFactor = 1f;
/**
* Create a Screen Space Ambiant Occlusion Filter
* Create a Screen Space Ambient Occlusion Filter
*/
public SSAOFilter() {
super("SSAOFilter");
}
/**
* Create a Screen Space Ambiant Occlusion Filter
* Create a Screen Space Ambient Occlusion Filter
* @param sampleRadius The radius of the area where random samples will be picked. default 5.1f
* @param intensity intensity of the resulting AO. default 1.2f
* @param scale distance between occluders and occludee. default 0.2f
@ -255,7 +255,7 @@ public class SSAOFilter extends Filter {
/**
*
* Returns the distance between occluders and occludee. dafault 0.2f
* Returns the distance between occluders and occludee. default 0.2f
* @param scale
*/
public void setScale(float scale) {

@ -61,7 +61,7 @@ import com.jme3.ui.Picture;
* 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
* more informations on this read this
* http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html<br>
* <a href="http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html">http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html</a><br>
* <p/>
* @author Rémy Bouquet aka Nehon
*/
@ -143,7 +143,7 @@ public class PssmShadowRenderer implements SceneProcessor {
/**
* Create a PSSM Shadow Renderer
* More info on the technique at http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html
* More info on the technique at <a href="http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html">http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html</a>
* @param manager the application asset manager
* @param size the size of the rendered shadowmaps (512,1024,2048, etc...)
* @param nbSplits the number of shadow maps rendered (the more shadow maps the more quality, the less fps).

@ -44,9 +44,11 @@ import static java.lang.Math.*;
/**
* Includes various useful shadow mapping functions.
*
* See:
* http://appsrv.cse.cuhk.edu.hk/~fzhang/pssm_vrcia/
* http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html
* @see
* <ul>
* <li><a href="http://appsrv.cse.cuhk.edu.hk/~fzhang/pssm_vrcia/">http://appsrv.cse.cuhk.edu.hk/~fzhang/pssm_vrcia/</a></li>
* <li><a href="http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html">http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html</a></li>
* </ul>
* for more info.
*/
public final class PssmShadowUtil {

@ -49,9 +49,11 @@ import static java.lang.Math.*;
/**
* Includes various useful shadow mapping functions.
*
* See:
* http://appsrv.cse.cuhk.edu.hk/~fzhang/pssm_vrcia/
* http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html
* @see
* <ul>
* <li><a href="http://appsrv.cse.cuhk.edu.hk/~fzhang/pssm_vrcia/">http://appsrv.cse.cuhk.edu.hk/~fzhang/pssm_vrcia/</a></li>
* <li><a href="http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html">http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html</a></li>
* </ul>
* for more info.
*/
public class ShadowUtil {

@ -61,7 +61,7 @@ import java.io.IOException;
/**
* The WaterFilter is a 2D post process that simulate water.
* It renders water above and under water.
* See this blog post for more info http://jmonkeyengine.org/2011/01/15/new-advanced-water-effect-for-jmonkeyengine-3/
* See this blog post for more info <a href="http://jmonkeyengine.org/2011/01/15/new-advanced-water-effect-for-jmonkeyengine-3/">http://jmonkeyengine.org/2011/01/15/new-advanced-water-effect-for-jmonkeyengine-3/</a>
*
*
* @author Rémy Bouquet aka Nehon

@ -291,7 +291,7 @@ public class LwjglCanvas extends LwjglAbstractDisplay implements JmeCanvasContex
/**
* It seems it is best to use one pixel format for all shared contexts.
* See http://developer.apple.com/library/mac/#qa/qa1248/_index.html.
* @see <a href="http://developer.apple.com/library/mac/#qa/qa1248/_index.html">http://developer.apple.com/library/mac/#qa/qa1248/_index.html</a>
*/
protected PixelFormat acquirePixelFormat(boolean forPbuffer){
if (forPbuffer){

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