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
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1095a1fb62
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@ -8,7 +8,8 @@ import java.util.Random;
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* </code>, which would also require <code>SIN_PRECALC</code> and <code>
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* </code>, which would also require <code>SIN_PRECALC</code> and <code>
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* COS_PRECALC</code> updating).
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* COS_PRECALC</code> updating).
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*
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*
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* http://blog.numfum.com/2007/09/java-fixed-point-maths.html
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* <p><a href="http://blog.numfum.com/2007/09/java-fixed-point-maths.html">
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* http://blog.numfum.com/2007/09/java-fixed-point-maths.html</a></p>
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*
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*
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* @version 1.0
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* @version 1.0
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* @author CW
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* @author CW
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@ -777,7 +777,8 @@ public class BoundingBox extends BoundingVolume {
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}
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}
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/**
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/**
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* C code ported from http://www.cs.lth.se/home/Tomas_Akenine_Moller/code/tribox3.txt
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* C code ported from <a href="http://www.cs.lth.se/home/Tomas_Akenine_Moller/code/tribox3.txt">
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* http://www.cs.lth.se/home/Tomas_Akenine_Moller/code/tribox3.txt</a>
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*
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*
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* @param v1 The first point in the triangle
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* @param v1 The first point in the triangle
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* @param v2 The second point in the triangle
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* @param v2 The second point in the triangle
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@ -179,9 +179,10 @@ public class BoundingSphere extends BoundingVolume {
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/**
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/**
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* Calculates a minimum bounding sphere for the set of points. The algorithm
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* Calculates a minimum bounding sphere for the set of points. The algorithm
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* was originally found at
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* was originally found in C++ at
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* http://www.flipcode.com/cgi-bin/msg.cgi?showThread=COTD-SmallestEnclosingSpheres&forum=cotd&id=-1
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* <p><a href="http://www.flipcode.com/cgi-bin/msg.cgi?showThread=COTD-SmallestEnclosingSpheres&forum=cotd&id=-1">
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* in C++ and translated to java by Cep21
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* http://www.flipcode.com/cgi-bin/msg.cgi?showThread=COTD-SmallestEnclosingSpheres&forum=cotd&id=-1</a><br><strong>broken link</strong></p>
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* <p>and translated to java by Cep21</p>
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*
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*
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* @param points
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* @param points
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* The points to calculate the minimum bounds from.
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* The points to calculate the minimum bounds from.
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@ -83,7 +83,8 @@ public interface TouchInput extends Input {
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/**
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/**
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* Set if historic android events should be transmitted, can be used to get better performance and less mem
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* Set if historic android events should be transmitted, can be used to get better performance and less mem
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* see: <link>http://developer.android.com/reference/android/view/MotionEvent.html#getHistoricalX%28int,%20int%29</link>
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* @see <a href="http://developer.android.com/reference/android/view/MotionEvent.html#getHistoricalX%28int,%20int%29">
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* http://developer.android.com/reference/android/view/MotionEvent.html#getHistoricalX%28int,%20int%29</a>
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* @param dontSendHistory turn of historic events if true, false else and default
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* @param dontSendHistory turn of historic events if true, false else and default
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*/
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*/
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public void setOmitHistoricEvents(boolean dontSendHistory);
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public void setOmitHistoricEvents(boolean dontSendHistory);
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@ -933,7 +933,8 @@ final public class FastMath {
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* Converts a single precision (32 bit) floating point value
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* Converts a single precision (32 bit) floating point value
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* into half precision (16 bit).
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* into half precision (16 bit).
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*
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*
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* Source: http://www.fox-toolkit.org/ftp/fasthalffloatconversion.pdf
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* <p>Source: <a href="http://www.fox-toolkit.org/ftp/fasthalffloatconversion.pdf">
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* http://www.fox-toolkit.org/ftp/fasthalffloatconversion.pdf</a><br><strong>broken link</strong>
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*
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*
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* @param half The half floating point value as a short.
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* @param half The half floating point value as a short.
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* @return floating point value of the half.
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* @return floating point value of the half.
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@ -240,7 +240,7 @@ public final class Quaternion implements Savable, Cloneable, java.io.Serializabl
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* <code>fromAngles</code> builds a Quaternion from the Euler rotation
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* <code>fromAngles</code> builds a Quaternion from the Euler rotation
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* angles (y,r,p). Note that we are applying in order: roll, pitch, yaw but
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* angles (y,r,p). Note that we are applying in order: roll, pitch, yaw but
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* we've ordered them in x, y, and z for convenience.
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* we've ordered them in x, y, and z for convenience.
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* See: http://www.euclideanspace.com/maths/geometry/rotations/conversions/eulerToQuaternion/index.htm
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* @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>
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*
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*
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* @param yaw
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* @param yaw
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* the Euler yaw of rotation (in radians). (aka Bank, often rot
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* the Euler yaw of rotation (in radians). (aka Bank, often rot
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@ -283,7 +283,7 @@ public final class Quaternion implements Savable, Cloneable, java.io.Serializabl
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/**
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/**
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* <code>toAngles</code> returns this quaternion converted to Euler
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* <code>toAngles</code> returns this quaternion converted to Euler
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* rotation angles (yaw,roll,pitch).<br/>
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* rotation angles (yaw,roll,pitch).<br/>
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* See http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToEuler/index.htm
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* @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>
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*
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*
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* @param angles
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* @param angles
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* the float[] in which the angles should be stored, or null if
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* the float[] in which the angles should be stored, or null if
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@ -381,9 +381,11 @@ public class Camera implements Savable, Cloneable {
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* The cliPlane is used to recompute the projectionMatrix using the plane as the near plane
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* The cliPlane is used to recompute the projectionMatrix using the plane as the near plane
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* This technique is known as the oblique near-plane clipping method introduced by Eric Lengyel
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* This technique is known as the oblique near-plane clipping method introduced by Eric Lengyel
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* more info here
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* more info here
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* http://www.terathon.com/code/oblique.html
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* <ul>
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* http://aras-p.info/texts/obliqueortho.html
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* <li><a href="http://www.terathon.com/code/oblique.html">http://www.terathon.com/code/oblique.html</a>
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* http://hacksoflife.blogspot.com/2008/12/every-now-and-then-i-come-across.html
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* <li><a href="http://aras-p.info/texts/obliqueortho.html">http://aras-p.info/texts/obliqueortho.html</a>
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* <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>
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* </ul>
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*
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*
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* 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.
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* 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.
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* if you want to handle the sky bucket, look at how it's done in SimpleWaterProcessor.java
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* if you want to handle the sky bucket, look at how it's done in SimpleWaterProcessor.java
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@ -540,7 +540,7 @@ public final class AppSettings extends HashMap<String, Object> {
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/**
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/**
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* Enable 3D stereo.
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* Enable 3D stereo.
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* <p>This feature requires hardware support from the GPU driver.
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* <p>This feature requires hardware support from the GPU driver.
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* See: http://en.wikipedia.org/wiki/Quad_buffering<br>
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* @see <a href="http://en.wikipedia.org/wiki/Quad_buffering">http://en.wikipedia.org/wiki/Quad_buffering</a><br>
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* Once enabled, filters or scene processors that handle 3D stereo rendering
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* Once enabled, filters or scene processors that handle 3D stereo rendering
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* could use this feature to render using hardware 3D stereo.</p>
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* could use this feature to render using hardware 3D stereo.</p>
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* (Default: false)
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* (Default: false)
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@ -38,9 +38,8 @@ import java.util.Map;
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/**
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/**
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* Similar to a {@link Map} except that ints are used as keys.
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* Similar to a {@link Map} except that ints are used as keys.
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* @see Map
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*
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*
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* Taken from http://code.google.com/p/skorpios/
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* Taken from <a href="http://code.google.com/p/skorpios/">http://code.google.com/p/skorpios/</a>
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*
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*
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* @author Nate
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* @author Nate
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*/
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*/
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@ -50,7 +50,7 @@ import java.util.ArrayList;
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* There are 2 mode : Scene and Objects.<br>
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* There are 2 mode : Scene and Objects.<br>
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* Scene mode extracts the bright parts of the scene to make them glow<br>
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* Scene mode extracts the bright parts of the scene to make them glow<br>
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* Object mode make objects glow according to their material's glowMap or their GlowColor<br>
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* Object mode make objects glow according to their material's glowMap or their GlowColor<br>
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* see {@link http://jmonkeyengine.org/wiki/doku.php/jme3:advanced:bloom_and_glow} for more details
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* @see <a href="http://jmonkeyengine.org/wiki/doku.php/jme3:advanced:bloom_and_glow">advanced:bloom_and_glow</a> for more details
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*
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*
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* @author Rémy Bouquet aka Nehon
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* @author Rémy Bouquet aka Nehon
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*/
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*/
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@ -38,7 +38,7 @@ import com.jme3.post.Filter;
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import com.jme3.renderer.RenderManager;
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import com.jme3.renderer.RenderManager;
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import com.jme3.renderer.ViewPort;
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import com.jme3.renderer.ViewPort;
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/*
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/**
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* A Post Processing filter that makes the screen look like it was drawn as
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* A Post Processing filter that makes the screen look like it was drawn as
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* diagonal lines with a pen.
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* diagonal lines with a pen.
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* Try combining this with a cartoon edge filter to obtain manga style visuals.
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* Try combining this with a cartoon edge filter to obtain manga style visuals.
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* Fade Filter allows you to make an animated fade effect on a scene.
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* Fade Filter allows you to make an animated fade effect on a scene.
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* @author Rémy Bouquet aka Nehon
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* @author Rémy Bouquet aka Nehon
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* implemented from boxjar implementation
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* implemented from boxjar implementation
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* see http://jmonkeyengine.org/groups/graphics/forum/topic/newbie-question-general-fade-inout-effect/#post-105559
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* @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>
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*/
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*/
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public class FadeFilter extends Filter {
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public class FadeFilter extends Filter {
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/**
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/**
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* SSAO stands for screen space ambient occlusion
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* SSAO stands for screen space ambient occlusion
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* It's a technique that fake ambient lighting by computind shadows that near by objects would casts on each others
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* It's a technique that fake ambient lighting by computing shadows that near by objects would casts on each others
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* under the effect of an ambient light
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* under the effect of an ambient light
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* more info on this in this blog post http://jmonkeyengine.org/2010/08/16/screen-space-ambient-occlusion-for-jmonkeyengine-3-0/
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* 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>
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*
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*
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* @author Rémy Bouquet aka Nehon
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* @author Rémy Bouquet aka Nehon
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*/
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*/
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@ -77,14 +77,14 @@ public class SSAOFilter extends Filter {
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private float downSampleFactor = 1f;
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private float downSampleFactor = 1f;
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/**
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/**
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* Create a Screen Space Ambiant Occlusion Filter
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* Create a Screen Space Ambient Occlusion Filter
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*/
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*/
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public SSAOFilter() {
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public SSAOFilter() {
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super("SSAOFilter");
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super("SSAOFilter");
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}
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}
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/**
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/**
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* Create a Screen Space Ambiant Occlusion Filter
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* Create a Screen Space Ambient Occlusion Filter
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* @param sampleRadius The radius of the area where random samples will be picked. default 5.1f
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* @param sampleRadius The radius of the area where random samples will be picked. default 5.1f
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* @param intensity intensity of the resulting AO. default 1.2f
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* @param intensity intensity of the resulting AO. default 1.2f
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* @param scale distance between occluders and occludee. default 0.2f
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* @param scale distance between occluders and occludee. default 0.2f
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@ -255,7 +255,7 @@ public class SSAOFilter extends Filter {
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/**
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/**
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*
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*
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* Returns the distance between occluders and occludee. dafault 0.2f
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* Returns the distance between occluders and occludee. default 0.2f
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* @param scale
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* @param scale
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*/
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*/
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public void setScale(float scale) {
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public void setScale(float scale) {
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@ -61,7 +61,7 @@ import com.jme3.ui.Picture;
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* the smaller they are to maximize the resolution used of the shadow map.<br>
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* the smaller they are to maximize the resolution used of the shadow map.<br>
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* This result in a better quality shadow than standard shadow mapping.<br> for
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* This result in a better quality shadow than standard shadow mapping.<br> for
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* more informations on this read this
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* more informations on this read this
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* http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html<br>
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* <a href="http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html">http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html</a><br>
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* <p/>
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* <p/>
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* @author Rémy Bouquet aka Nehon
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* @author Rémy Bouquet aka Nehon
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*/
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*/
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@ -143,7 +143,7 @@ public class PssmShadowRenderer implements SceneProcessor {
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/**
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/**
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* Create a PSSM Shadow Renderer
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* Create a PSSM Shadow Renderer
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* More info on the technique at http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html
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* 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>
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* @param manager the application asset manager
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* @param manager the application asset manager
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* @param size the size of the rendered shadowmaps (512,1024,2048, etc...)
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* @param size the size of the rendered shadowmaps (512,1024,2048, etc...)
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* @param nbSplits the number of shadow maps rendered (the more shadow maps the more quality, the less fps).
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* @param nbSplits the number of shadow maps rendered (the more shadow maps the more quality, the less fps).
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/**
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/**
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* Includes various useful shadow mapping functions.
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* Includes various useful shadow mapping functions.
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*
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*
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* See:
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* @see
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* http://appsrv.cse.cuhk.edu.hk/~fzhang/pssm_vrcia/
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* <ul>
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* http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html
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* <li><a href="http://appsrv.cse.cuhk.edu.hk/~fzhang/pssm_vrcia/">http://appsrv.cse.cuhk.edu.hk/~fzhang/pssm_vrcia/</a></li>
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* <li><a href="http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html">http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html</a></li>
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* </ul>
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* for more info.
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* for more info.
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*/
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*/
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public final class PssmShadowUtil {
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public final class PssmShadowUtil {
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/**
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/**
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* Includes various useful shadow mapping functions.
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* Includes various useful shadow mapping functions.
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*
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*
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* See:
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* @see
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* http://appsrv.cse.cuhk.edu.hk/~fzhang/pssm_vrcia/
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* <ul>
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* http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html
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* <li><a href="http://appsrv.cse.cuhk.edu.hk/~fzhang/pssm_vrcia/">http://appsrv.cse.cuhk.edu.hk/~fzhang/pssm_vrcia/</a></li>
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* <li><a href="http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html">http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html</a></li>
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* </ul>
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* for more info.
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* for more info.
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*/
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*/
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public class ShadowUtil {
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public class ShadowUtil {
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/**
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/**
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* The WaterFilter is a 2D post process that simulate water.
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* The WaterFilter is a 2D post process that simulate water.
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* It renders water above and under water.
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* It renders water above and under water.
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* See this blog post for more info http://jmonkeyengine.org/2011/01/15/new-advanced-water-effect-for-jmonkeyengine-3/
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* 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>
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*
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*
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*
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*
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* @author Rémy Bouquet aka Nehon
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* @author Rémy Bouquet aka Nehon
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@ -291,7 +291,7 @@ public class LwjglCanvas extends LwjglAbstractDisplay implements JmeCanvasContex
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/**
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/**
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* It seems it is best to use one pixel format for all shared contexts.
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* It seems it is best to use one pixel format for all shared contexts.
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* See http://developer.apple.com/library/mac/#qa/qa1248/_index.html.
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* @see <a href="http://developer.apple.com/library/mac/#qa/qa1248/_index.html">http://developer.apple.com/library/mac/#qa/qa1248/_index.html</a>
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*/
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*/
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protected PixelFormat acquirePixelFormat(boolean forPbuffer){
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protected PixelFormat acquirePixelFormat(boolean forPbuffer){
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if (forPbuffer){
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if (forPbuffer){
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