From 88e823ddc098020e10a575dad8de30f9aa3f2417 Mon Sep 17 00:00:00 2001 From: "nor..67" Date: Mon, 28 May 2012 12:44:43 +0000 Subject: [PATCH] SDK: - fix broken code examples in manual (removing google search link for classes from wiki) git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@9432 75d07b2b-3a1a-0410-a2c5-0572b91ccdca --- .../core/docs/jme3/advanced/3d_models.html | 5 +- .../core/docs/jme3/advanced/animation.html | 41 +++--- .../jme3/advanced/application_states.html | 29 ++-- .../docs/jme3/advanced/appstatesdemo.html | 17 ++- .../docs/jme3/advanced/asset_manager.html | 15 +- .../gde/core/docs/jme3/advanced/audio.html | 27 ++-- .../advanced/audio_environment_presets.html | 35 ++--- .../docs/jme3/advanced/bloom_and_glow.html | 11 +- .../jme3/advanced/bullet_multithreading.html | 7 +- .../gde/core/docs/jme3/advanced/camera.html | 13 +- .../capture_audio_video_to_a_file.html | 21 +-- .../core/docs/jme3/advanced/cinematics.html | 37 ++--- .../advanced/collision_and_intersection.html | 15 +- .../core/docs/jme3/advanced/combo_moves.html | 19 +-- .../docs/jme3/advanced/custom_controls.html | 11 +- .../docs/jme3/advanced/custom_meshes.html | 25 ++-- .../core/docs/jme3/advanced/debugging.html | 21 +-- .../docs/jme3/advanced/effects_overview.html | 31 ++-- .../jme3/advanced/endless_terraingrid.html | 11 +- .../gde/core/docs/jme3/advanced/fade.html | 5 +- .../docs/jme3/advanced/headless_server.html | 9 +- .../docs/jme3/advanced/hinges_and_joints.html | 15 +- .../jme3/gde/core/docs/jme3/advanced/hud.html | 17 ++- .../docs/jme3/advanced/input_handling.html | 31 ++-- .../jme3/advanced/j3m_material_files.html | 27 ++-- .../core/docs/jme3/advanced/jme3_shaders.html | 33 +++-- .../docs/jme3/advanced/light_and_shadow.html | 21 +-- .../docs/jme3/advanced/loading_screen.html | 13 +- .../core/docs/jme3/advanced/localization.html | 17 ++- .../gde/core/docs/jme3/advanced/logging.html | 7 +- .../making_the_camera_follow_a_character.html | 15 +- .../jme3/advanced/material_definitions.html | 11 +- .../jme3/advanced/materials_overview.html | 34 ++--- .../gde/core/docs/jme3/advanced/mesh.html | 9 +- .../core/docs/jme3/advanced/monkey_zone.html | 27 ++-- .../core/docs/jme3/advanced/motionpath.html | 11 +- .../docs/jme3/advanced/mouse_picking.html | 5 +- .../jme3/advanced/multiple_camera_views.html | 13 +- .../docs/jme3/advanced/multithreading.html | 17 ++- .../core/docs/jme3/advanced/networking.html | 53 +++---- .../core/docs/jme3/advanced/nifty_gui.html | 15 +- .../advanced/nifty_gui_java_interaction.html | 13 +- .../jme3/advanced/nifty_gui_java_layout.html | 27 ++-- .../docs/jme3/advanced/nifty_gui_overlay.html | 7 +- .../jme3/advanced/nifty_gui_popup_menu.html | 4 +- .../jme3/advanced/nifty_gui_projection.html | 9 +- .../jme3/advanced/nifty_gui_scenarios.html | 25 ++-- .../jme3/advanced/nifty_gui_xml_layout.html | 23 +-- .../docs/jme3/advanced/open_game_finder.html | 19 +-- .../docs/jme3/advanced/particle_emitters.html | 15 +- .../gde/core/docs/jme3/advanced/physics.html | 52 +++---- .../docs/jme3/advanced/physics_listeners.html | 25 ++-- .../jme3/advanced/post-processor_water.html | 25 ++-- .../gde/core/docs/jme3/advanced/ragdoll.html | 19 +-- .../remote-controlling_the_camera.html | 7 +- .../docs/jme3/advanced/save_and_load.html | 19 +-- .../gde/core/docs/jme3/advanced/shape.html | 9 +- .../jme3/gde/core/docs/jme3/advanced/sky.html | 5 +- .../gde/core/docs/jme3/advanced/spatial.html | 11 +- .../core/docs/jme3/advanced/swing_canvas.html | 19 +-- .../gde/core/docs/jme3/advanced/terrain.html | 17 ++- .../docs/jme3/advanced/terrain_collision.html | 13 +- .../core/docs/jme3/advanced/update_loop.html | 3 +- .../gde/core/docs/jme3/advanced/vehicles.html | 16 +- .../docs/jme3/advanced/walking_character.html | 25 ++-- .../gde/core/docs/jme3/advanced/water.html | 9 +- .../com/jme3/gde/core/docs/jme3/android.html | 21 +-- .../docs/jme3/beginner/hello_animation.html | 21 +-- .../core/docs/jme3/beginner/hello_asset.html | 29 ++-- .../core/docs/jme3/beginner/hello_audio.html | 31 ++-- .../docs/jme3/beginner/hello_collision.html | 23 +-- .../docs/jme3/beginner/hello_effects.html | 19 +-- .../jme3/beginner/hello_input_system.html | 23 +-- .../jme3/beginner/hello_main_event_loop.html | 15 +- .../docs/jme3/beginner/hello_material.html | 31 ++-- .../core/docs/jme3/beginner/hello_node.html | 43 +++--- .../docs/jme3/beginner/hello_physics.html | 35 ++--- .../docs/jme3/beginner/hello_picking.html | 35 ++--- .../beginner/hello_simpleapplication.html | 23 +-- .../docs/jme3/beginner/hello_terrain.html | 27 ++-- .../build_jme3_sources_with_netbeans.html | 7 +- .../gde/core/docs/jme3/external/blender.html | 5 +- .../com/jme3/gde/core/docs/jme3/faq.html | 137 +++++++++--------- .../docs/jme3/intermediate/appsettings.html | 15 +- .../jme3/intermediate/best_practices.html | 41 +++--- .../docs/jme3/intermediate/file_types.html | 9 +- .../jme3/intermediate/headlessserver.html | 21 +-- .../intermediate/how_to_use_materials.html | 23 +-- .../gde/core/docs/jme3/intermediate/math.html | 9 +- .../multi-media_asset_pipeline.html | 11 +- .../docs/jme3/intermediate/optimization.html | 9 +- .../jme3/intermediate/simpleapplication.html | 25 ++-- .../com/jme3/gde/core/docs/jme3/math.html | 119 +++++++-------- ...impleapplication_from_the_commandline.html | 17 ++- .../jme3/gde/core/docs/jme3/terminology.html | 81 ++++++----- .../gde/core/docs/jme3/the_scene_graph.html | 11 +- .../com/jme3/gde/core/docs/jme3/webstart.html | 13 +- .../core/docs/sdk/3ds_to_blender_to_jmp.html | 9 +- .../core/docs/sdk/application_deployment.html | 24 +-- .../jme3/gde/core/docs/sdk/asset_packs.html | 11 +- .../com/jme3/gde/core/docs/sdk/blender.html | 31 ++-- .../jme3/gde/core/docs/sdk/code_editor.html | 17 ++- .../docs/sdk/debugging_profiling_testing.html | 7 +- .../core/docs/sdk/default_build_script.html | 7 +- .../jme3/gde/core/docs/sdk/deploy_android.png | Bin 0 -> 41345 bytes .../docs/sdk/development/projects_assets.html | 7 +- .../gde/core/docs/sdk/development/scene.html | 11 +- .../docs/sdk/development/sceneexplorer.html | 17 ++- .../gde/core/docs/sdk/development/setup.html | 7 +- .../com/jme3/gde/core/docs/sdk/filters.html | 9 +- .../com/jme3/gde/core/docs/sdk/log_files.html | 3 +- .../gde/core/docs/sdk/material_editing.html | 7 +- .../docs/sdk/model_loader_and_viewer.html | 17 ++- .../gde/core/docs/sdk/project_creation.html | 17 ++- .../gde/core/docs/sdk/scene_composer.html | 17 ++- .../gde/core/docs/sdk/scene_explorer.html | 11 +- .../gde/core/docs/sdk/terrain_editor.html | 33 +++-- .../gde/core/docs/sdk/troubleshooting.html | 11 +- .../gde/core/docs/sdk/vehicle_creator.html | 7 +- .../gde/core/docs/sdk/version_control.html | 13 +- 120 files changed, 1267 insertions(+), 1167 deletions(-) create mode 100644 sdk/jme3-core/javahelp/com/jme3/gde/core/docs/sdk/deploy_android.png diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/3d_models.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/3d_models.html index 7057315e0..695e39682 100644 --- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/3d_models.html +++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/3d_models.html @@ -8,7 +8,7 @@ Like Shapes, 3D m

- +

Using Models and Scenes with jME3

@@ -30,7 +30,7 @@ To use 3D models in a jME3 application:
- +

Creating Models and Scenes

@@ -81,4 +81,5 @@ You can now use the jMonkeyEngine SDK

+

view online version

\ No newline at end of file diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/animation.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/animation.html index a6481360c..0ade93b83 100644 --- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/animation.html +++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/animation.html @@ -8,7 +8,7 @@ In 3D games, you do not only load static 3D models, you also want to be able to

- +

Requirements

@@ -62,7 +62,7 @@ What is required in your JME3-based Java class?
- +

Code Samples

- +

Controlling Animations

- +

The Animation Control

@@ -100,7 +100,7 @@ Create one com.jme3.animation.AnimControl object in your JME3 appli playerControl.addListener(this); // add listener
- +

Animation Channels

@@ -121,7 +121,7 @@ To reset a Control, call control.clearChannels();

- +

Animation Control Properties

@@ -152,7 +152,7 @@ removeListener(animEventListener)
clearListeners() Adds or removes listeners to receive animation related events.
-
+
@@ -173,7 +173,7 @@ removeAnim(boneAnim)getAnimationLength("anim")
AnimControl PropertyUsage
Adds or removes an animation from this Control.Returns the length of the given named animation in seconds
-
+
@@ -187,9 +187,9 @@ removeAnim(boneAnim)getAttachmentsNode("bone")
AnimControl PropertyUsage
Adds or removes an animation from this Control.Returns the attachment node of a bone. Attach models and effects to this node to make them follow this bone's motions.
- + - +

Animation Channel Properties

@@ -218,7 +218,7 @@ The following properties are set per AnimChannel. setTime(1.3f); Fast-forward or rewind to a certain moment in time of this animation.
- +

The following information is available for a channel. @@ -244,7 +244,7 @@ The following information is available for a channel. getControl()The AnimControl that belongs to this AnimChannel. - +

Use the following methods to add or remove individual bones to an AnimChannel. This is useful when you play two animations in parallel on two channels, and each controls a subset of the bones (e.g. one the arms, and the other the legs). @@ -270,9 +270,9 @@ addToRootBone(bone1) Add a series of bones to be influenced by this ani addFromRootBone(bone1) Add a series of bones to be influenced by this animation channel: Add all bones, starting from the given root bone, going towards the children bones. - + - +

Playing Animations

@@ -290,14 +290,14 @@ Animations are played by channel. Note: Whether the animation c The float value specifies the time how long the animation should overlap with the previous one on this channel. If set to 0f, then no blending will occur and the new animation will be applied instantly.
- +

Tip: Use the AnimEventLister below to react at the end or start of an animation cycle.

- +

Usage Example

@@ -312,7 +312,7 @@ In this short example, we define the space key to trigger playing the "Walk ... }   - private ActionListener() { + private ActionListener actionListener = new ActionListener() { public void onAction(String name, boolean keyPressed, float tpf) { if (name.equals("Walk") && !keyPressed) { if (!channel2.getAnimationName().equals("Walk")) { @@ -324,7 +324,7 @@ In this short example, we define the space key to trigger playing the "Walk };
- +

Animation Event Listener

@@ -340,7 +340,7 @@ This optional Listener enables you to respond to animation start and end events,

- +

Responding to Animation End

@@ -369,7 +369,7 @@ You have access to the following objects: }
- +

Responding to Animation Start

@@ -398,4 +398,5 @@ You have access to the following objects }
+

view online version

\ No newline at end of file diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/application_states.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/application_states.html index 49666076d..6ba77b41e 100644 --- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/application_states.html +++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/application_states.html @@ -8,12 +8,12 @@ The com.jme3.app.state.AppState class is a customizable jME3 interf

- +

Overview

- +

Use Case Examples

@@ -56,7 +56,7 @@ You can! This is what AppStates are there for. An AppState class is subset of (o
- +

Supported Features

@@ -86,7 +86,7 @@ Each AppState has its own update loop, which hooks into the main simpleUpdate()

- +

Usage

@@ -117,7 +117,7 @@ When you add several AppStates to one Application and activate them, their initi

- +

Code Samples

@@ -137,7 +137,7 @@ JME3 comes with a BulletAppState that implements Physical behaviour (using the j
- +

AppState

@@ -182,9 +182,9 @@ stateDetached(asm)The AppState knows when it is attached to, or detache postRender()Called after all rendering commands are flushed, including your optional customizations. (Typically not used.)
- + - +

AbstractAppState

@@ -251,7 +251,7 @@ Definition: }
- +

Pausing and Unpausing

@@ -261,7 +261,7 @@ You define what an AppState does when Paused or Unpaused, in the setEnable

- +

AppStateManager

@@ -281,19 +281,19 @@ The com.jme3.app.state.AppStateManager holds the list of AppStates for an applic getState(MyAppState.class)Returns the first attached state that is an instance of a subclass of MyAppState.class.
- +

The AppStateManager's render(), postRender(), cleanUp() methods are internal, ignore them, users never call them directly.

- +

Best Practices

- +

Communication Among AppStates

@@ -309,7 +309,7 @@ You can use custom accessors to get data from AppStates, to set data in AppState
this.app.getStateManager().getState(MyAppState.class).doSomeCustomStuffInThisState();
- +

Initialize Familiar Class Fields

@@ -337,4 +337,5 @@ public void initialize(AppStateManager stateManager, Application app) &# }
+

view online version

\ No newline at end of file diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/appstatesdemo.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/appstatesdemo.html index 1f1d6e146..234742140 100644 --- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/appstatesdemo.html +++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/appstatesdemo.html @@ -12,7 +12,7 @@ There are four files, Main.java, GameRunningState.java, StartScreenState.java, S

- +

Main.java

package chapter04.appstatedemo;
@@ -72,7 +72,7 @@ public class Main extends SimpleApplication {
     inputManager.addListener(actionListener, new String[]{"Toggle Settings"});
   }
  
-  private ActionListener() {
+  private ActionListener actionListener = new ActionListener() {
     public void onAction(String name, boolean isPressed, float tpf) {
       System.out.println("key" + name);
       if (name.equals("Game Pause Unpause") && !isPressed) {
@@ -108,7 +108,7 @@ public class Main extends SimpleApplication {
  
- +

GameRunningState.java

package chapter04.appstatedemo;
@@ -156,7 +156,7 @@ public class GameRunningState extends AbstractAppState {
     /** Load this scene */
     viewPort.setBackgroundColor(backgroundColor);
  
-    Box(Vector3f.ZERO, 1, 1, 1);
+    Box mesh = new Box(Vector3f.ZERO, 1, 1, 1);
     Geometry geom = new Geometry("Box", mesh);
     Material mat = new Material(assetManager,
             "Common/MatDefs/Misc/Unshaded.j3md");
@@ -200,7 +200,7 @@ public class GameRunningState extends AbstractAppState {
 }
- +

SettingsScreenState.java

package chapter04.appstatedemo;
@@ -248,7 +248,7 @@ public class SettingsScreenState extends AbstractAppState {
     /** Load this scene */
     viewPort.setBackgroundColor(backgroundColor);
  
-    Box(new Vector3f(-1, -1, 0), .5f, .5f, .5f);
+    Box mesh = new Box(new Vector3f(-1, -1, 0), .5f, .5f, .5f);
     Geometry geom = new Geometry("Box", mesh);
     Material mat = new Material(assetManager,
             "Common/MatDefs/Misc/Unshaded.j3md");
@@ -289,7 +289,7 @@ public class SettingsScreenState extends AbstractAppState {
 }
- +

StartScreenState.java

package chapter04.appstatedemo;
@@ -337,7 +337,7 @@ public StartScreenState(SimpleApplication app){
     /** Init this scene */
     viewPort.setBackgroundColor(backgroundColor);
  
-    Box(new Vector3f(-1,1,0), .5f,.5f,.5f);
+    Box mesh = new Box(new Vector3f(-1,1,0), .5f,.5f,.5f);
     Geometry geom = new Geometry("Box", mesh);
     Material mat = new Material(assetManager,
             "Common/MatDefs/Misc/Unshaded.j3md");
@@ -378,4 +378,5 @@ public StartScreenState(SimpleApplication app){
 }
+

view online version

\ No newline at end of file diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/asset_manager.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/asset_manager.html index 66b80977e..72e71ffa3 100644 --- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/asset_manager.html +++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/asset_manager.html @@ -25,7 +25,7 @@ See also - +

Usage

@@ -53,7 +53,7 @@ Additionally, you can configure the Asset Manager and add any path to its root.

- +

Asset Directory

@@ -91,7 +91,7 @@ After the conversion, you move the .j3o file into the assets/Models/
- +

Example Code: Loading Assets

@@ -148,7 +148,7 @@ jME3 also offers a ClasspathLocator, ZipLocator, FileLocator, HttpZipLocator, an

- +

Comon AssetManager Tasks

@@ -175,9 +175,9 @@ rootNode.attachChild(scene);
- +
- +

NullPointerException: Cannot locate resource?

@@ -232,7 +232,7 @@ Before building the executable, you must use the jMonkeyEngine

Asset Handling For Other IDEs: Codeless Projects

@@ -277,4 +277,5 @@ Convert assets as described above.

+

view online version

\ No newline at end of file diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/audio.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/audio.html index 7f9dd104d..2d4536f71 100644 --- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/audio.html +++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/audio.html @@ -12,7 +12,7 @@ Place audio files in the assets/Sound/ directory of your project. j

- +

Creating Audio Nodes: Streamed or Buffered

@@ -31,7 +31,7 @@ The main class to look at is com.jme3.audio.AudioNode.
- +

Getting AudioNode Properties

@@ -48,14 +48,14 @@ The main class to look at is com.jme3.audio.AudioNode.
getPitch()Returns the pitch.
- +

There are other obvious getters to poll the status of corresponding setters below.

- +

Setting AudioNode Properties

@@ -69,7 +69,7 @@ There are other obvious getters to poll the status of corresponding setters belo
setPitch(1)Makes the sound play in a higher or lower pitch. Default is 1. 2 is twice as high, .5f is half as high.
-
+
@@ -91,7 +91,7 @@ setDirectional(false)
AudioNode MethodUsage
All 3D effects switched off. This sound is global setMaxDistance(100f)Maximum distance the sound can be heard, in world units. Default is 20.
-
+
@@ -103,7 +103,7 @@ setLocalTranslation(…)
AudioNode MethodUsage
Activates 3D audio: The sound appears to come f setReverbEnabled(true)A 3D echo effect that only makes sense to use with positional AudioNodes. The reverb effect is influenced by the environment that the audio renderer is in. See "Setting Environment Properties" below.
-
+
@@ -116,9 +116,9 @@ setDirection(…)
AudioNode MethodUsage
Activates 3D audio: This sound can only be heard from setOuterAngle()Set the angle in degrees for the directional audio. The angle is relative to the direction. Note: By default, both angles are 360° and the sound can be heard from all directions!
- +
- +

Play, Pause, Stop

@@ -140,7 +140,7 @@ You can also start playing an instance of this AudioNode. Use the playInstance()
myAudioNode.playInstance();
- +

The Listener

@@ -156,7 +156,7 @@ The default listener object is the user's ear in the scene. If you use posi }
- +

Setting Environment Properties

@@ -185,12 +185,12 @@ Optionally, You can choose from the following environmental presets from c Closet 1.00f1.0f1.0f1.00f0.15f1.0f0.600f0.0025f0.500f0.0006f
- +

Activate the preset with setEnvironment(). E.g. in a dungeon environment:

-
audioRenderer.setEnvironment(new Environment.Dungeon));
+
audioRenderer.setEnvironment(new Environment(Environment.Dungeon));

A sound engineer can create a custom com.​jme3.​audio.Environment object and specify custom environment factors. You can find many examples of audio environment presets here. Activate your custom environment settings in the Environment constructor: @@ -209,4 +209,5 @@ You can find more info about OpenAL and its advanced features here: +

view online version

\ No newline at end of file diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/audio_environment_presets.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/audio_environment_presets.html index 9dece2711..717a4ea77 100644 --- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/audio_environment_presets.html +++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/audio_environment_presets.html @@ -11,14 +11,14 @@ Use these presets together with

Castle

CastleSmallRoom    = new Environment ( new float[]{ 26, 8.3f, 0.890f, -1000, -800, -2000, 1.22f, 0.83f, 0.31f, -100, 0.022f, 0f, 0f, 0f, 600, 0.011f, 0f, 0f, 0f, 0.138f, 0.080f, 0.250f, 0f, -5f, 5168.6f, 139.5f, 0f, 0x20} ) );
@@ -32,7 +32,7 @@ CastleCourtyard    = new Environment ( new float[]{ 26, 8.3f, 0
 CastleAlcove       = new Environment ( new float[]{ 26, 8.3f, 0.890f, -1000, -600, -2000, 1.64f, 0.87f, 0.31f, 00, 0.007f, 0f, 0f, 0f, 300, 0.034f, 0f, 0f, 0f, 0.138f, 0.080f, 0.250f, 0f, -5f, 5168.6f, 139.5f, 0f, 0x20} ) );
- +

Warehouse, Factory

FactoryAlcove       = new Environment ( new float[]{ 26, 1.8f, 0.590f, -1200, -200, -600, 3.14f, 0.65f, 1.31f, 300, 0.010f, 0f, 0f, 0f, 000, 0.038f, 0f, 0f, 0f, 0.114f, 0.100f, 0.250f, 0f, -5f, 3762.6f, 362.5f, 0f, 0x20} ) );
@@ -46,7 +46,7 @@ FactoryCourtyard    = new Environment ( new float[]{ 26, 1.7f,
 FactorySmallroom    = new Environment ( new float[]{ 26, 1.8f, 0.820f, -1000, -200, -600, 1.72f, 0.65f, 1.31f, -300, 0.010f, 0f, 0f, 0f, 500, 0.024f, 0f, 0f, 0f, 0.119f, 0.070f, 0.250f, 0f, -5f, 3762.6f, 362.5f, 0f, 0x20} ) );
- +

Ice Palace

IcepalaceAlcove       = new Environment ( new float[]{ 26, 2.7f, 0.840f, -1000, -500, -1100, 2.76f, 1.46f, 0.28f, 100, 0.010f, 0f, 0f, 0f, -100, 0.030f, 0f, 0f, 0f, 0.161f, 0.090f, 0.250f, 0f, -5f, 12428.5f, 99.6f, 0f, 0x20} ) );
@@ -60,7 +60,7 @@ IcepalaceCourtyard    = new Environment ( new float[]{ 26, 2.9f
 IcepalaceSmallroom    = new Environment ( new float[]{ 26, 2.7f, 0.840f, -1000, -500, -1100, 1.51f, 1.53f, 0.27f, -100, 0.010f, 0f, 0f, 0f, 300, 0.011f, 0f, 0f, 0f, 0.164f, 0.140f, 0.250f, 0f, -5f, 12428.5f, 99.6f, 0f, 0x20} ) );
- +

Space Station

SpacestationAlcove       = new Environment ( new float[]{ 26, 1.5f, 0.780f, -1000, -300, -100, 1.16f, 0.81f, 0.55f, 300, 0.007f, 0f, 0f, 0f, 000, 0.018f, 0f, 0f, 0f, 0.192f, 0.210f, 0.250f, 0f, -5f, 3316.1f, 458.2f, 0f, 0x20} ) );
@@ -73,7 +73,7 @@ SpacestationCupboard     = new Environment ( new float[]{ 26, 1
 SpacestationSmallroom    = new Environment ( new float[]{ 26, 1.5f, 0.700f, -1000, -300, -100, 1.72f, 0.82f, 0.55f, -200, 0.007f, 0f, 0f, 0f, 300, 0.013f, 0f, 0f, 0f, 0.188f, 0.260f, 0.250f, 0f, -5f, 3316.1f, 458.2f, 0f, 0x20} ) );
- +

Wooden Hut or Ship

WoodenAlcove           = new Environment ( new float[]{ 26, 7.5f, 1f, -1000, -1800, -1000, 1.22f, 0.62f, 0.91f, 100, 0.012f, 0f, 0f, 0f, -300, 0.024f, 0f, 0f, 0f, 0.250f, 0f, 0.250f, 0f, -5f, 4705f, 99.6f, 0f, 0x3f} ) );
@@ -87,7 +87,7 @@ WoodenSmallroom        = new Environment ( new float[]{ 26, 7.5
 WoodenCourtyard        = new Environment ( new float[]{ 26, 7.5f, 0.650f, -1000, -2200, -1000, 1.79f, 0.35f, 0.79f, -500, 0.123f, 0f, 0f, 0f, -2000, 0.032f, 0f, 0f, 0f, 0.250f, 0f, 0.250f, 0f, -5f, 4705f, 99.6f, 0f, 0x3f} ) );
- +

Sport

SportEmptystadium      = new Environment ( new float[]{ 26, 7.2f, 1f, -1000, -700, -200, 6.26f, 0.51f, 1.10f, -2400, 0.183f, 0f, 0f, 0f, -800, 0.038f, 0f, 0f, 0f, 0.250f, 0f, 0.250f, 0f, -5f, 5000f, 250f, 0f, 0x20} ) );
@@ -98,7 +98,7 @@ SportGymnasium         = new Environment ( new float[]{ 26, 7.5
 SportFullstadium       = new Environment ( new float[]{ 26, 7.2f, 1f, -1000, -2300, -200, 5.25f, 0.17f, 0.80f, -2000, 0.188f, 0f, 0f, 0f, -1100, 0.038f, 0f, 0f, 0f, 0.250f, 0f, 0.250f, 0f, -5f, 5000f, 250f, 0f, 0x20} ) );
- +

Pipes

Sewerpipe    = new Environment ( new float[]{ 21, 1.7f, 0.800f, -1000, -1000, 0, 2.81f, 0.14f, 1f, 429, 0.014f, 0f, 0f, 0f, 1023, 0.021f, 0f, 0f, 0f, 0.250f, 0f, 0.250f, 0f, -5f, 5000f, 250f, 0f, 0x3f} ) );
@@ -108,7 +108,7 @@ PipeLarge    = new Environment ( new float[]{ 26, 50.3f, 1f, -1
 PipeResonant = new Environment ( new float[]{ 26, 1.3f, 0.910f, -1000, -700, -1100, 6.81f, 0.18f, 0.10f, -300, 0.010f, 0f, 0f, 0f, 00, 0.022f, 0f, 0f, 0f, 0.250f, 0f, 0.250f, 0f, -5f, 2854.4f, 20f, 0f, 0x0} ) );
- +

Moods

Heaven    = new Environment ( new float[]{ 26, 19.6f, 0.940f, -1000, -200, -700, 5.04f, 1.12f, 0.56f, -1230, 0.020f, 0f, 0f, 0f, 200, 0.029f, 0f, 0f, 0f, 0.250f, 0.080f, 2.742f, 0.050f, -2f, 5000f, 250f, 0f, 0x3f} ) );
@@ -119,7 +119,7 @@ Dizzy     = new Environment ( new float[]{ 24, 1.8f, 0.600f, -1
 Psychotic = new Environment ( new float[]{ 25, 1f, 0.500f, -1000, -151, 0, 7.56f, 0.91f, 1f, -626, 0.020f, 0f, 0f, 0f, 774, 0.030f, 0f, 0f, 0f, 0.250f, 0f, 4f, 1f, -5f, 5000f, 250f, 0f, 0x1f} ) );
- +

Car Racing

DrivingCommentator    = new Environment ( new float[]{ 26, 3f, 0f, 1000, -500, -600, 2.42f, 0.88f, 0.68f, -1400, 0.093f, 0f, 0f, 0f, -1200, 0.017f, 0f, 0f, 0f, 0.250f, 1f, 0.250f, 0f, -10f, 5000f, 250f, 0f, 0x20} ) );
@@ -132,7 +132,7 @@ DrivingEmptygrandstand = new Environment ( new float[]{ 26, 8.3
 DrivingTunnel          = new Environment ( new float[]{ 26, 3.1f, 0.810f, -1000, -800, -100, 3.42f, 0.94f, 1.31f, -300, 0.051f, 0f, 0f, 0f, -300, 0.047f, 0f, 0f, 0f, 0.214f, 0.050f, 0.250f, 0f, -5f, 5000f, 155.3f, 0f, 0x20} ) );
- +

City

CityIndoors   = new Environment ( new float[]{ 16, 7.5f, 0.500f, -1000, -800, 0, 1.49f, 0.67f, 1f, -2273, 0.007f, 0f, 0f, 0f, -1691, 0.011f, 0f, 0f, 0f, 0.250f, 0f, 0.250f, 0f, -5f, 5000f, 250f, 0f, 0x3f} ) );
@@ -144,7 +144,7 @@ CityUnderpass = new Environment ( new float[]{ 26, 3f, 0.820f,
 CityAbandoned = new Environment ( new float[]{ 26, 3f, 0.690f, -1000, -200, -100, 3.28f, 1.17f, 0.91f, -700, 0.044f, 0f, 0f, 0f, -1100, 0.024f, 0f, 0f, 0f, 0.250f, 0.200f, 0.250f, 0f, -3f, 5000f, 250f, 0f, 0x20} ) );
- +

Small Indoor Rooms

Room         = new Environment ( new float[]{ 2, 1.9f, 1f, -1000, -454, 0, 0.40f, 0.83f, 1f, -1646, 0.002f, 0f, 0f, 0f, 53, 0.003f, 0f, 0f, 0f, 0.250f, 0f, 0.250f, 0f, -5f, 5000f, 250f, 0f, 0x3f} ) );
@@ -154,7 +154,7 @@ Paddedcell   = new Environment ( new float[]{ 1, 1.4f, 1f, -100
 Stoneroom    = new Environment ( new float[]{ 5, 11.6f, 1f, -1000, -300, 0, 2.31f, 0.64f, 1f, -711, 0.012f, 0f, 0f, 0f, 83, 0.017f, 0f, 0f, 0f, 0.250f, 0f, 0.250f, 0f, -5f, 5000f, 250f, 0f, 0x3f} ) );
- +

Medium-Sized Indoor Rooms

Workshop     = new Environment ( new float[]{ 26, 1.9f, 1f, -1000, -1700, -800, 0.76f, 1f, 1f, 0, 0.012f, 0f, 0f, 0f, 100, 0.012f, 0f, 0f, 0f, 0.250f, 0f, 0.250f, 0f, -5f, 5000f, 250f, 0f, 0x0} ) );
@@ -166,7 +166,7 @@ Dustyroom    = new Environment ( new float[]{ 26, 1.8f, 0.560f,
 Chapel       = new Environment ( new float[]{ 26, 19.6f, 0.840f, -1000, -500, 0, 4.62f, 0.64f, 1.23f, -700, 0.032f, 0f, 0f, 0f, -200, 0.049f, 0f, 0f, 0f, 0.250f, 0f, 0.250f, 0.110f, -5f, 5000f, 250f, 0f, 0x3f} ) );
- +

Large Indoor Rooms

Auditorium     = new Environment ( new float[]{ 6, 21.6f, 1f, -1000, -476, 0, 4.32f, 0.59f, 1f, -789, 0.020f, 0f, 0f, 0f, -289, 0.030f, 0f, 0f, 0f, 0.250f, 0f, 0.250f, 0f, -5f, 5000f, 250f, 0f, 0x3f} ) );
@@ -178,7 +178,7 @@ DomeTomb       = new Environment ( new float[]{ 26, 51.8f, 0.79
 DomeSaintPauls = new Environment ( new float[]{ 26, 50.3f, 0.870f, -1000, -900, -1300, 10.48f, 0.19f, 0.10f, -1500, 0.090f, 0f, 0f, 0f, 200, 0.042f, 0f, 0f, 0f, 0.250f, 0.120f, 0.250f, 0f, -5f, 2854.4f, 20f, 0f, 0x3f} ) );
- +

Hallways, Alleys

Carpettedhallway = new Environment ( new float[]{ 11, 1.9f, 1f, -1000, -4000, 0, 0.30f, 0.10f, 1f, -1831, 0.002f, 0f, 0f, 0f, -1630, 0.030f, 0f, 0f, 0f, 0.250f, 0f, 0.250f, 0f, -5f, 5000f, 250f, 0f, 0x3f} ) );
@@ -187,7 +187,7 @@ Stonecorridor    = new Environment ( new float[]{ 13, 13.5f, 1f
 Alley            = new Environment ( new float[]{ 14, 7.5f, 0.300f, -1000, -270, 0, 1.49f, 0.86f, 1f, -1204, 0.007f, 0f, 0f, 0f, -4, 0.011f, 0f, 0f, 0f, 0.125f, 0.950f, 0.250f, 0f, -5f, 5000f, 250f, 0f, 0x3f} ) );
- +

Outdoors

Backyard      = new Environment ( new float[]{ 26, 80.3f, 0.450f, -1000, -1200, -600, 1.12f, 0.34f, 0.46f, -700, 0.069f, 0f, 0f, -0f, -300, 0.023f, 0f, 0f, 0f, 0.218f, 0.340f, 0.250f, 0f, -5f, 4399.1f, 242.9f, 0f, 0x0} ) );
@@ -202,11 +202,12 @@ Quarry        = new Environment ( new float[]{ 18, 17.5f, 1f, -
 Parkinglot    = new Environment ( new float[]{ 20, 8.3f, 1f, -1000, 0, 0, 1.65f, 1.50f, 1f, -1363, 0.008f, 0f, 0f, 0f, -1153, 0.012f, 0f, 0f, 0f, 0.250f, 0f, 0.250f, 0f, -5f, 5000f, 250f, 0f, 0x1f} ) );
- +

Water

Underwater     = new Environment ( new float[]{ 22, 1.8f, 1f, -1000, -4000, 0, 1.49f, 0.10f, 1f, -449, 0.007f, 0f, 0f, 0f, 1700, 0.011f, 0f, 0f, 0f, 0.250f, 0f, 1.180f, 0.348f, -5f, 5000f, 250f, 0f, 0x3f} ) );
 Smallwaterroom = new Environment ( new float[]{ 26, 36.2f, 0.700f, -1000, -698, 0, 1.51f, 1.25f, 1.14f, -100, 0.020f, 0f, 0f, 0f, 300, 0.030f, 0f, 0f, 0f, 0.179f, 0.150f, 0.895f, 0.190f, -7f, 5000f, 250f, 0f, 0x0} ) );
+

view online version

\ No newline at end of file diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/bloom_and_glow.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/bloom_and_glow.html index b29a3c2be..84855f701 100644 --- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/bloom_and_glow.html +++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/bloom_and_glow.html @@ -15,7 +15,7 @@ Those images gives an idea of what bloom does. The left image has no bloom effec

- +

Bloom Usage

    @@ -53,14 +53,14 @@ Here are the parameters that you can tweak : bloom intensity setBloomIntensity(float) 2.0f the resulting bloom value is multiplied by this intensity
- +

You'll probably need to adjust those parameters depending on your scene.

- +

Bloom with a glow map

@@ -135,7 +135,7 @@ Here is the result :

- +

Bloom with a glow color

@@ -177,7 +177,7 @@ Here is the result on Oto's plasma ball (before and after) :

- +

Hints and tricks

@@ -286,4 +286,5 @@ If you are using a glow color, set it to black
+

view online version

\ No newline at end of file diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/bullet_multithreading.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/bullet_multithreading.html index f8430e99d..e97525654 100644 --- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/bullet_multithreading.html +++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/bullet_multithreading.html @@ -3,7 +3,7 @@
- +

Introduction

@@ -13,7 +13,7 @@ Since bullet is not (yet) multithreaded or GPU accelerated, the jME3 implementat

- +

How is it handled in jme3 and bullet?

@@ -48,7 +48,7 @@ Now the physics update happens in parallel to render(), that is, after the user& Physics Debug View is rendered inaccurately (out of sync)Physics Debug View is rendered accurately.
- +

You can add more physics spaces by using multiple PARALLEL bulletAppStates. You would do that if you have sets physical objects that never collide (for example, underground bolders and flying cannon balls above ground), so you put those into separate physics spaces, which improves performances (less collisions to check!). @@ -61,4 +61,5 @@ Now the physics update happens in parallel to render(), that is, after the user&
+

view online version

\ No newline at end of file diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/camera.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/camera.html index 0f158d7d1..db649b288 100644 --- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/camera.html +++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/camera.html @@ -3,7 +3,7 @@
- +

Default Camera

@@ -82,13 +82,13 @@ The camera object is created with the following defaults: cam.getScreenCoordinates()?
- +

Tip: After you change view port, frustum, or frame, call cam.update();

- +

FlyBy Camera

@@ -114,9 +114,9 @@ The flyby camera is an AppState that extends the default camera in com.jme3.app. flyCam.setDragToRotate(true)Forces the player to keep mouse button pressed to rotate camera, typically used for Applets. If false (default), all mouse movement will be captured and interpreted as rotations.
- + - +

Chase Camera

@@ -164,10 +164,11 @@ ChaseCamera chaseCam = new ChaseCamera(cam, target, inputManager); chaseCam.setDefaultHorizontalRotation(-FastMath.PI/2);The default horizontal rotation angle of the camera around the target at the start of the application.
- +

view online version

\ No newline at end of file diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/capture_audio_video_to_a_file.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/capture_audio_video_to_a_file.html index 1f088780d..2304220d4 100644 --- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/capture_audio_video_to_a_file.html +++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/capture_audio_video_to_a_file.html @@ -21,7 +21,7 @@ feature to record high-quality game trailers!

- +

Simple Way

@@ -50,7 +50,7 @@ That's all!

- +

Advanced Way

@@ -153,7 +153,7 @@ a file.

- +

Basic Example

@@ -182,9 +182,9 @@ import com.jme3.app.SimpleApplication;   public class Basic {   - public static void main(IOException{ - File.createTempFile("JME-water-video", ".avi"); - File.createTempFile("JME-water-audio", ".wav"); + public static void main(String[] ignore) throws IOException{ + File video = File.createTempFile("JME-water-video", ".avi"); + File audio = File.createTempFile("JME-water-audio", ".wav");   SimpleApplication app = new TestPostWater(); app.setTimer(new IsoTimer(60)); @@ -201,7 +201,7 @@ public class Basic { }
- +

How it works

@@ -242,7 +242,7 @@ would be useless.

- +

Advanced Example

@@ -596,7 +596,7 @@ The - +

Using Advanced features to Record from more than one perspective at once

@@ -617,7 +617,7 @@ The - +

More Information

@@ -649,4 +649,5 @@ listeners can be found here.

+

view online version

\ No newline at end of file diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/cinematics.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/cinematics.html index 02252cbff..dbba350ce 100644 --- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/cinematics.html +++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/cinematics.html @@ -24,7 +24,7 @@ This Node can be the rootNode, or a Node that is attached to the rootNode. - +

Sample Code

    @@ -33,7 +33,7 @@ This Node can be the rootNode, or a Node that is attached to the rootNode.
- +

How to Use a Cinematic

@@ -85,9 +85,9 @@ stateManager.attach(cinematic); cinematic.pause()Pauses the cinematic.
- + - +

Tracks (CinematicEvents)

@@ -126,14 +126,14 @@ Here is the list of available CinematicEvents that you use as tracks. Each track AnimationTrackUse this to start playing a model animation at a given time (a character walking animation for example)
- +

The jMonkey team can add more types of tracks, just ask in the forum.

- +

MotionTrack

@@ -197,14 +197,14 @@ To create a MotionTrack, do the following: track.setRotation(quaternion)Sets the rotation. Use together with MotionTrack.Direction.Rotation or MotionTrack.Direction.PathAndRotation.
- +

Tip: Most likely you remote-control more than one object in your scene. Give the tracks and paths useful names such as dragon_track, dragon_path, hero_track, hero_path, etc.

- +

PositionTrack

@@ -236,7 +236,7 @@ The start location is always the current location of the Spatial.

- +

RotationTrack

@@ -263,7 +263,7 @@ Details of the constructor:
- +

ScaleTrack

@@ -289,7 +289,7 @@ Details of the constructor:
- +

SoundTrack

@@ -316,7 +316,7 @@ Details of the constructor:
- +

GuiTrack

@@ -347,7 +347,7 @@ Details of the constructor:
- +

AnimationTrack

@@ -374,7 +374,7 @@ Details of the constructor:
- +

Customizations

@@ -388,12 +388,12 @@ You can also create new CinematicEvent by extending

Interacting with Cinematics

- +

CinematicEventListener

CinematicEventListener cel = new CinematicEventListener() {
@@ -415,7 +415,7 @@ You can also create new CinematicEvent by extending 
 

Physics Interaction

@@ -425,7 +425,7 @@ Upcoming.

- +

More Information

@@ -435,4 +435,5 @@ See also:

+

view online version

\ No newline at end of file diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/collision_and_intersection.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/collision_and_intersection.html index 7c8ff5989..5652d5bf0 100644 --- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/collision_and_intersection.html +++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/collision_and_intersection.html @@ -16,7 +16,7 @@ Non-physical collision detection is interesting because it uses less computing r

- +

Collidable

@@ -48,7 +48,7 @@ Note that jME counts all collisions, this means a ray intersecting a bo getCollision(i) Returns the CollisionResult at index i.
- +

A CollisionResult object contains information about the second party of the collision event.

@@ -75,9 +75,9 @@ A CollisionResult object contains information about the second party of the coll getTriangleIndex()Returns the index of the triangle on the second party's mesh that was hit. (?) - + - +

Code Sample

@@ -132,7 +132,7 @@ Knowing the distance of the collisions is useful for example when you intersect

- +

Bounding Volumes

@@ -167,7 +167,7 @@ Supported types:

- +

Usage

@@ -180,7 +180,7 @@ For example you can use Bounding Volumes on custom meshes, or complex non-physic mesh.updateBound();
- +

Intersection

@@ -223,4 +223,5 @@ TODO:
+

view online version

\ No newline at end of file diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/combo_moves.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/combo_moves.html index 068a581d1..46daaaa65 100644 --- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/combo_moves.html +++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/combo_moves.html @@ -30,7 +30,7 @@ Copy the two classes ComboMoveExecution.java and ComboMove.java into your applic

- +

Example Code

    @@ -43,7 +43,7 @@ Copy the two classes ComboMoveExecution.java and ComboMove.java into your applic
- +

Create Input Triggers

@@ -64,7 +64,7 @@ inputManager.addMapping("Attack1", new KeyTrigger(KeyInput.KEY inputManager.addListener(this, "Left", "Right", "Up", "Down", "Attack1");
- +

Define Combos

@@ -89,7 +89,7 @@ Also create a ComboMoveExecution object for each ComboMove. You need it later to
ComboMoveExecution fireballExec = new ComboMoveExecution(fireball);
- +

ComboMove Class Methods

@@ -129,7 +129,7 @@ False: Do not wait on a final state, chain combo steps. (?)
True: This is the final state, do not chain combo steps. (?)
- +

The press() and notPress() methods accept sets of Input Triggers, e.g. fireball.press("A","B","C").done(). @@ -153,9 +153,9 @@ The following getters give you more information about the game state: getPriority()Returns the priority of this move - + - +

Detect Combos in ActionListener

@@ -214,7 +214,7 @@ public void onAction(String name, boolean isPressed, float tpf) { }
- +

Execute Combos in the Update Loop

@@ -244,7 +244,7 @@ Test currentMove.getMoveName() and proceed to call methods that imp

- +

Why Combos?

@@ -266,4 +266,5 @@ Depending on the game genre, the designer can reward the players' intrinsic
+

view online version

\ No newline at end of file diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/custom_controls.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/custom_controls.html index 869d7e9ac..26dcb63fc 100644 --- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/custom_controls.html +++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/custom_controls.html @@ -43,7 +43,7 @@ To implement game logic for a type of spatial, you will either extend AbstractCo

- +

Usage

@@ -91,7 +91,7 @@ The possibilities are endless.

Example Code

@@ -115,7 +115,7 @@ Existing examples in the code base include:
- +

AbstractControl Class

@@ -214,7 +214,7 @@ See also:
- +

The Control Interface

@@ -321,7 +321,7 @@ Usage example: }
- +

Best Practices

@@ -387,4 +387,5 @@ vehicleSpatial.addControl(new ManualVehicleControl()); c.steerX(steerX);
+

view online version

\ No newline at end of file diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/custom_meshes.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/custom_meshes.html index a6fe7225b..83d109dfa 100644 --- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/custom_meshes.html +++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/custom_meshes.html @@ -13,7 +13,7 @@ In this tutorial, we (re)create a very simple rectangular mesh, and we have a lo
- +

Polygon Meshes

@@ -25,7 +25,7 @@ Sounds worse than it is – here is an example:

- +

Creating a Quad Mesh

@@ -44,7 +44,7 @@ If you create your own Mesh-based class, replace mesh by this
public class MyMesh extends Mesh {  }
- +

Vertices

@@ -59,7 +59,7 @@ vertices[2] = new Vector3f(0,3,0); vertices[3] = new Vector3f(3,3,0);
- +

Texture Coordinates

@@ -74,7 +74,7 @@ texCoord[2] = new Vector2f(0,1); texCoord[3] = new Vector2f(1,1);
- +

Connecting the Dots

@@ -95,7 +95,7 @@ Next we turn the unrelated coordinates into triangles – We define the order in 0--1\1
- +

Setting the Mesh Buffer

@@ -132,7 +132,7 @@ Our Mesh is ready! Now we want to see it.

- +

Using the Mesh in a Scene

@@ -153,7 +153,7 @@ Ta-daa!

- +

Optional Mesh Features

@@ -163,7 +163,7 @@ There are more vertex buffers in a Mesh than the three shown above. For an overv

- +

Example: Vertex Colors

@@ -229,7 +229,7 @@ Now you see a gradient color extending from each vertex.

- +

Example: Shaded Mesh with Normals

@@ -247,7 +247,7 @@ You need as many normals as the polygon has vertices. For a flat quad, they poin

- +

Example: Point Mode

@@ -273,7 +273,7 @@ This will result in a 10 px dot being rendered for each of the four vertices. Th

- +

Tip: Front and Back Faces

@@ -292,4 +292,5 @@ In case that your use case requires the backfaces to be visible, you have two op
+

view online version

\ No newline at end of file diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/debugging.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/debugging.html index d53273457..37e60bfe3 100644 --- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/debugging.html +++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/debugging.html @@ -24,12 +24,12 @@ Here are some different debug shapes:

- +

Debug Shapes

- +

Coordinate Axes

@@ -62,7 +62,7 @@ private Geometry putShape(Mesh shape, ColorRGBA color){ }
- +

Wireframe Grid

@@ -82,7 +82,7 @@ Use a wireframe grid (com.jme3.scene.debug.Grid) as a ruler or simple floor. }
- +

Wireframe Cube

@@ -102,7 +102,7 @@ Use a wireframe cube (com.jme3.scene.debug.WireBox) as a stand-in object to see }
- +

Wireframe Sphere

@@ -122,7 +122,7 @@ Use a wireframe sphere (com.jme3.scene.debug.WireSphere) as a stand-in object to }
- +

Wireframe for Physics

@@ -133,7 +133,7 @@ You can display a wireframe of the (usually invisible) collision shape around al
physicsSpace.enableDebug(assetManager);
- +

Wireframe for Animations

@@ -150,7 +150,7 @@ Making the skeleton visible inside animated models can be handy for debugging an player.attachChild(skeletonDebug);
- +

Example: Toggle Wireframe on Model

@@ -168,7 +168,7 @@ Then you can add a switch to toggle the model's wireframe on and off, like inputManager.addListener(actionListener, "toggle wireframe");
-
  • Now add the toggle action to the action listener
      private ActionListener() {
    +
  • Now add the toggle action to the action listener
      private ActionListener actionListener = new ActionListener() {
         @Override
         public void onAction(String name, boolean pressed, float tpf) {
           // toggle wireframe
    @@ -189,7 +189,7 @@ TIP :: To set the line width of wireframe display, use mesh.setLineWidth(lineWid
     

    - +

    Example: Toggle Wireframe on the scene

    @@ -243,4 +243,5 @@ Then attach the scene processor to the getViewPort().addProcessor(new WireProcessor());
  • +

    view online version

    \ No newline at end of file diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/effects_overview.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/effects_overview.html index eb92f43c9..76a1ea779 100644 --- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/effects_overview.html +++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/effects_overview.html @@ -24,7 +24,7 @@ For example, post-processor filter effects are typically activated after the fol } - +

    Water

    @@ -55,12 +55,12 @@ See also the

    Environment Effects

    - +

    Depth of Field Blur

    @@ -74,7 +74,7 @@ See also the

    Fog

      @@ -83,7 +83,7 @@ See also the

      Light Scattering

        @@ -92,7 +92,7 @@ See also the

        Vegetation

          @@ -103,7 +103,7 @@ See also the

          Light and Shadows

          @@ -112,7 +112,7 @@ See also the

          Bloom and Glow

            @@ -123,7 +123,7 @@ See also the

            Light

              @@ -143,7 +143,7 @@ See also the

              Shadow

                @@ -160,7 +160,7 @@ See also the

                Special: Glass, Metal, Dissolve, Toon

                @@ -171,7 +171,7 @@ See also the

                Toon Effect

                  @@ -182,7 +182,7 @@ See also the

                  Fade in / Fade out

                    @@ -191,7 +191,7 @@ See also the

                    User Contributed

                    @@ -226,7 +226,7 @@ Thanks for your awesome contributions! Keep them coming!

                    - +

                    Particles: Explosions, Fire, Smoke

                    @@ -264,4 +264,5 @@ See also:
                    +

                    view online version

                    \ No newline at end of file diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/endless_terraingrid.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/endless_terraingrid.html index 40d1d2163..942beb561 100644 --- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/endless_terraingrid.html +++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/endless_terraingrid.html @@ -10,7 +10,7 @@ Thanks to Gábor (@anthyon) and Brent (@sploreg) for this contribution!

                    - +

                    Sample Code

                    @@ -27,7 +27,7 @@ The classes with source code can be found in the org.jme3.terrain.geomipmapping
                    - +

                    Specification

                    @@ -58,7 +58,7 @@ HeightMapGrid adds the possibility of loading terrain tiles on demand instead of

                    - +

                    Motivation

                    @@ -68,7 +68,7 @@ After playing around with the terrain in jME3, soon comes the requirement of hav

                    - +

                    Rationale

                    @@ -84,7 +84,7 @@ There exist also two basic HeightMapGrid implementations:
                    - +

                    Usage

                      @@ -111,4 +111,5 @@ Further information about terrain and TerrainQuad can be found in the wiki at:
                    +

                    view online version

                    \ No newline at end of file diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/fade.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/fade.html index 19eaa81f5..ebaea7f62 100644 --- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/fade.html +++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/fade.html @@ -9,7 +9,7 @@ The effect uses com.jme3.post.FilterPostProcessor and com.jme3.post.filters.Fade

                    - +

                    Setting up

                      @@ -36,7 +36,7 @@ public void simpleInitApp() { }
                    - +

                    Fading in and out

                    @@ -46,4 +46,5 @@ You can also change the fade duration using fade.setDuration().

                    +

                    view online version

                    \ No newline at end of file diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/headless_server.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/headless_server.html index a1efcce6c..fde98eac5 100644 --- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/headless_server.html +++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/headless_server.html @@ -12,7 +12,7 @@ It's very easy to change your current (client) game to function as a server

                    - +

                    What Does Headless Mean?

                    @@ -32,7 +32,7 @@ A headless server…
                    - +

                    Client Code

                    @@ -46,7 +46,7 @@ First, let's take a look at the default way of creating a new game (in its }
                    - +

                    Headless Server Code

                    @@ -63,7 +63,7 @@ public static void main(String[] args) { }
                    - +

                    Next steps

                    @@ -91,4 +91,5 @@ Okay, so you can now start your game in a headless 'server mode', wher
                    +

                    view online version

                    \ No newline at end of file diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/hinges_and_joints.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/hinges_and_joints.html index c8fe24c7b..b89c25d1c 100644 --- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/hinges_and_joints.html +++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/hinges_and_joints.html @@ -16,7 +16,7 @@ In this example, we will create a pendulum. The joint is the (invisible) connect

                    - +

                    Sample Code

                      @@ -25,7 +25,7 @@ In this example, we will create a pendulum. The joint is the (invisible) connect
                    - +

                    Overview of this Physics Application

                      @@ -52,7 +52,7 @@ In this example, we will create a pendulum. The joint is the (invisible) connect
                    - +

                    Creating a Fixed Node

                    @@ -72,7 +72,7 @@ For a rope bridge, there would be two fixed nodes where the bridge is attached t

                    - +

                    Creating a Dynamic Node

                    @@ -91,7 +91,7 @@ For a rope bridge, each set of planks would be one dynamic node.

                    - +

                    Understanding DOF, Joints, and Hinges

                    @@ -129,7 +129,7 @@ You'll understand that, when creating any type of joint, it is important to

                    - +

                    Creating the Joint

                    @@ -187,7 +187,7 @@ Remember to add all joint objects to the physicsSpace, just like you would do wi

                    - +

                    Apply Physical Forces

                    @@ -231,4 +231,5 @@ When you disable the motor, the chained nodes are exposed to gravity again:
                    +

                    view online version

                    \ No newline at end of file diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/hud.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/hud.html index e8ec15a4d..6b1a30e09 100644 --- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/hud.html +++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/hud.html @@ -44,14 +44,14 @@ Includes buttons, effects, controls.
                    Supports XML and Java layouts.Steeper learning curve. - +

                    Using the GUI Node is the default approach in jme3 to create simple HUDs. If you just quickly want to display a line of text, or a simple icon on the screen, use the no-frills GUI Node, it's easier.

                    - +

                    Simple HUD: GUI Node

                    @@ -87,7 +87,7 @@ The BitmapTexts and Pictures appear as 2 dimensional element on the screen.

                    - +

                    Displaying Pictures in the HUD

                    @@ -107,7 +107,7 @@ When you set the last boolean in setImage() to true, the alpha channel of your i

                    - +

                    Displaying Text in the HUD

                    @@ -129,7 +129,7 @@ The BitmapFont object guiFont is a default font provided by SimpleA hudText = new BitmapText(myFont, false);
                    - +

                    Positioning HUD Elements

                      @@ -142,7 +142,7 @@ hudText = new BitmapText(myFont, false);
                    - +

                    Displaying Geometries in the HUD

                    @@ -157,7 +157,7 @@ It is technically possible to attach Quads and 3D Geometries to the HUD. They sh

                    - +

                    Keeping the HUD Up-To-Date

                    @@ -174,7 +174,7 @@ Use the update loop to keep the content up-to-date. }
                    - +

                    Advanced HUD: Nifty GUI

                    @@ -207,4 +207,5 @@ For HUDs, you basically follow the same instructions as for creating a normal
                    +

                    view online version

                    \ No newline at end of file diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/input_handling.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/input_handling.html index f021135a5..51dbf7d30 100644 --- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/input_handling.html +++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/input_handling.html @@ -25,7 +25,7 @@ This is how you add interaction to your game: - +

                    1. Choose Trigger

                    @@ -125,14 +125,14 @@ JoyButtonTrigger(0, JoyInput.AXIS_POV_Y) ? Joystick Movement: Backward JoyAxisTrigger(0, JoyInput.AXIS_POV_Z, false)
                    - +

                    In your IDE, use code completion to quickly look up Trigger literals. In the jMonkeyEngine SDK for example, press ctrl-space or ctrl-/ after KeyInput.| to choose from the list of all keys.

                    - +

                    2. Remove Default Trigger Mappings

                    inputManager.deleteMapping( SimpleApplication.INPUT_MAPPING_MEMORY );
                    @@ -153,9 +153,9 @@ In your IDE, use code completion to quickly look up Trigger literals. In the jMo INPUT_MAPPING_EXITKEY_ESCAPECloses the application by calling stop();. Typically you do not remove this, unless you replace it by another way of quitting gracefully.
                    - + - +

                    3. Add Custom Trigger Mapping

                    @@ -181,7 +181,7 @@ inputManager.addMapping("Right", new KeyTrigger(KeyInput.KEY_D ...
                    - +

                    4. Create Listeners

                    @@ -195,7 +195,7 @@ The jME3 input manager supports two types of event listeners for inputs: AnalogL

                    - +

                    ActionListener

                    @@ -223,14 +223,14 @@ The jME3 input manager supports two types of event listeners for inputs: AnalogL
                  • -
                    private ActionListener() {
                    +
                    private ActionListener actionListener = new ActionListener() {
                       public void onAction(String name, boolean keyPressed, float tpf) {
                          /** TODO: test for mapping names and implement actions */
                       }
                     };
                    - +

                    AnalogListener

                    @@ -263,7 +263,7 @@ The jME3 input manager supports two types of event listeners for inputs: AnalogL };
                    - +

                    4. Register Mappings to Listeners

                    @@ -292,7 +292,7 @@ As you see, you can add several listeners in one String array. You can call the

                    - +

                    5. Implement Actions in Listeners

                    @@ -312,7 +312,7 @@ Make use of the distinction between if and else if in
                    - +

                    ActionListener

                    @@ -320,7 +320,7 @@ Make use of the distinction between if and else if in In the most common case, you want an action to be triggered once, in the moment when the button or key trigger is released. For example, when the player presses a key to open a door, or clicks to pick up an item. For these cases, use an ActionListener and test for && !keyPressed, like shown in the following example.

                    -
                    private ActionListener() {
                    +
                    private ActionListener actionListener = new ActionListener() {
                         public void onAction(String name, boolean keyPressed, float tpf) {
                      
                           if (name.equals("Pause Game") && !keyPressed) { // test?
                    @@ -333,7 +333,7 @@ In the most common case, you want an action to be triggered once, in the moment
                       };
                    - +

                    AnalogListener

                    @@ -354,7 +354,7 @@ The following example shows how you define actions with an AnalogListener. Thies };
                    - +

                    Let Users Remap Keys

                    @@ -373,4 +373,5 @@ The abstraction of separating triggers and mappings has the advantage that you c
                    +

                    view online version

                    \ No newline at end of file diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/j3m_material_files.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/j3m_material_files.html index 957c701f9..795f78d61 100644 --- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/j3m_material_files.html +++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/j3m_material_files.html @@ -12,7 +12,7 @@ If you want to colorize simple shapes (one texture all around), then .j3m are th

                    - +

                    Writing the .j3m File

                      @@ -66,7 +66,7 @@ How to this file is structured:

                    - +

                    How to Use .j3m Materials

                    @@ -81,12 +81,12 @@ This is how you use the prepared .j3m Material on a Spatial. Since you have save

                    - +

                    Syntax Reference for .j3m Files

                    - +

                    Paths

                    @@ -105,7 +105,7 @@ Make sure to get the paths to the textures (.png, .jpg) and material definitions
                    - +

                    Data Types

                    @@ -180,9 +180,9 @@ All data types (except Color) are specified in com.jme3.shader.VarType. TextureArray (Currently not supported in J3M)
                    - + - +

                    Flip and Repeat Syntax

                      @@ -195,7 +195,7 @@ All data types (except Color) are specified in com.jme3.shader.VarType.
                    - +

                    Syntax for Additional Render States

                      @@ -244,14 +244,14 @@ See the

                      (Boolean) Enable point sprite rendering for point meshes - + - +

                      Examples

                      - +

                      Example 1: Shiny

                      Spatial signpost = (Spatial) assetManager.loadAsset(
                      @@ -282,7 +282,7 @@ The JPG files are i
                       

                      - +

                      Example 2: Repeating Texture

                      Material mat = assetManager.loadMaterial(
                      @@ -307,7 +307,7 @@ The PNG files are in the sa
                       

                      - +

                      Example 3: Transparent

                      @@ -349,4 +349,5 @@ The PNG file is in the same
                      +

                      view online version

                      \ No newline at end of file diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/jme3_shaders.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/jme3_shaders.html index 283ed07db..20997f9da 100644 --- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/jme3_shaders.html +++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/jme3_shaders.html @@ -9,7 +9,7 @@

                      - +

                      Shaders Basics

                      @@ -26,7 +26,7 @@ There are multiple frequently used languages that you may encounter to code shad

                      - +

                      How Does it work?

                      @@ -46,7 +46,7 @@ The main program sends mesh data to the vertex shader (vertex position in object

                      - +

                      Variables scope

                      @@ -71,7 +71,7 @@ There is a large panel of variable types to be used, for more information about

                      - +

                      Spaces and Matrices

                      @@ -88,7 +88,7 @@ The engine passes the object space coordinates to the vertex shader. We need to

                      - +

                      Simple example : rendering a solid color on an object

                      @@ -138,7 +138,7 @@ For example applying this shader to a sphere would render a solid blue sphere on

                      - +

                      How to use shaders in JME3

                      @@ -184,7 +184,7 @@ For more information on JME3 material system, i suggest you read this - +

                      JME3 Global uniforms

                      @@ -203,7 +203,7 @@ The complete list of global uniforms that can be used in JME3 can be found
                      - +

                      JME3 Lighting Global uniforms

                      @@ -241,7 +241,7 @@ these uniforms are passed to the shader without having to declare them in the j3

                      - +

                      JME3 attributes

                      @@ -258,7 +258,7 @@ Note that in the shader the attributes names will be prefixed by a “in”.
                      - +

                      User's uniforms

                      @@ -320,7 +320,7 @@ The uniforms will be populated at runtime with the value you sent.

                      - +

                      Example: Adding Color Keying to the Lighting.j3md Material Definition

                      @@ -384,7 +384,7 @@ A result preview can be seen here:

                      Step by step

                        @@ -400,7 +400,7 @@ A result preview can be seen here: - +

                        JME3 and OpenGL 3 & 4 compatibility

                        @@ -452,9 +452,9 @@ Those attributes are deprecated since GLSL 1.3 (opengl 3), hence JME3 global uni gl_NormalMatrix g_NormalMatrix
                        - + - +

                        Useful links

                        @@ -463,4 +463,5 @@ Those attributes are deprecated since GLSL 1.3 (opengl 3), hence JME3 global uni

                        +

                        view online version

                        \ No newline at end of file diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/light_and_shadow.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/light_and_shadow.html index c169d39b8..2c4e11864 100644 --- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/light_and_shadow.html +++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/light_and_shadow.html @@ -24,7 +24,7 @@ Light and Shadow are two separate things in 3D engines, although we percieve the

                        - +

                        Light Sources and Colors

                        @@ -65,7 +65,7 @@ You can get a list of all lights added to a Spatial by calling getWorldLig

                        - +

                        PointLight

                        @@ -88,7 +88,7 @@ lamp_light.setPosition(new Vector3f(lamp_geo.getLocalTranslation( rootNode.addLight(lamp_light);
                        - +

                        DirectionalLight

                        @@ -110,7 +110,7 @@ sun.setDirection(new Vector3f(-.5f,-.5f,-.5f).normalizeLocal( rootNode.addLight(sun);
                        - +

                        SpotLight

                        @@ -140,7 +140,7 @@ If you want the spotlight to follow the flycam, repeat the setDirection(…) and

                        - +

                        AmbientLight

                        @@ -163,7 +163,7 @@ Example: mylight.setColor(ColorRGBA.White.mult(1.3f));

                        - +

                        Light Follows Spatial

                        @@ -181,7 +181,7 @@ Obviously, this does apply to AmbientLights which have no position.

                        - +

                        Simple Lighting

                        @@ -240,7 +240,7 @@ These light effects update live when the object or light source moves. If you sh

                        - +

                        BasicShadowRenderer

                        @@ -280,7 +280,7 @@ airplane.setShadowMode(ShadowMode.Cast); // nothing casts shadows ghost.setShadowMode(ShadowMode.Off); // ghost is translucent anyway...
                        - +

                        Parallel-Split Shadow Map

                        @@ -344,7 +344,7 @@ As said above, it's more efficient to specify individual shadow behaviour f terrain.setShadowMode(ShadowMode.Receive);
                        - +

                        Screen Space Ambient Occlusion

                        @@ -376,4 +376,5 @@ viewPort.addProcessor(fpp);

                        +

                        view online version

                        \ No newline at end of file diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/loading_screen.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/loading_screen.html index b2ac94982..b18b89de9 100644 --- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/loading_screen.html +++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/loading_screen.html @@ -118,7 +118,7 @@ This screen displays our custom progress bar control with a text control </screen> - +

                        Creating the bindings to use the Nifty XML

                        @@ -327,12 +327,12 @@ public class TestLoadingScreen extends SimpleApplication implements ScreenContro }   @Override - public void bind(Nifty nifty, Screen screen, Attributes atrbts) { + public void bind(Nifty nifty, Screen screen, Element elmnt, Properties prprts, Attributes atrbts) { progressBarElement = elmnt.findElementByName("progressbar"); }   @Override - public void init(Attributes atrbts) { + public void init(Properties prprts, Attributes atrbts) { }   public void onFocus(boolean getFocus) { @@ -508,7 +508,7 @@ public class TestLoadingScreen1 extends SimpleApplication implements ScreenContr //since this method is called from another thread, we enqueue the changes to the progressbar to the update loop thread enqueue(new Callable() {   - public Exception { + public Object call() throws Exception { final int MIN_WIDTH = 32; int pixelWidth = (int) (MIN_WIDTH + (progressBarElement.getParent().getWidth() - MIN_WIDTH) * progress); progressBarElement.setConstraintWidth(new SizeValue(pixelWidth + "px")); @@ -546,12 +546,12 @@ public class TestLoadingScreen1 extends SimpleApplication implements ScreenContr }   @Override - public void bind(Nifty nifty, Screen screen, Attributes atrbts) { + public void bind(Nifty nifty, Screen screen, Element elmnt, Properties prprts, Attributes atrbts) { progressBarElement = elmnt.findElementByName("progressbar"); }   @Override - public void init(Attributes atrbts) { + public void init(Properties prprts, Attributes atrbts) { }   public void onFocus(boolean getFocus) { @@ -569,4 +569,5 @@ TO DO

                        +

                        view online version

                        \ No newline at end of file diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/localization.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/localization.html index f1ef4c946..c55f0a6cd 100644 --- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/localization.html +++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/localization.html @@ -3,7 +3,7 @@
                        - +

                        Scope

                        @@ -30,7 +30,7 @@ There are tools that assist you with localizing Java Swing GUIs. jME3 applicatio

                        - +

                        Preparing the Localization

                        @@ -56,7 +56,7 @@ UiText.setText("Score: "+score); score.display=Score:
                        -
                      • In the source code, replace every occurence of a hard-coded message with the appropriate Resource Bundle call to its unique key:
                        ResourceBundle.getBundle("Bundle").getString("greeting"));
                        +
                      • In the source code, replace every occurence of a hard-coded message with the appropriate Resource Bundle call to its unique key:
                        System.out.print(ResourceBundle.getBundle("Bundle").getString("greeting"));
                         UiText.setText(ResourceBundle.getBundle("Bundle").getString("score.display")+score);
                      • @@ -69,7 +69,7 @@ The language used in the Bundle.properties files will be the default language fo

                        - +

                        Translating the Messages

                        @@ -108,10 +108,10 @@ score.display=Spielstand: To get the full list of language suffixes use

                        -
                        Locale.getISOLanguages()));
                        +
                        System.out.println(Arrays.toString(Locale.getISOLanguages()));
                        - +

                        Which Strings Not to Translate

                        @@ -142,7 +142,7 @@ Only localize messages and UI text!

                        - +

                        Common Localization Problems

                        @@ -162,7 +162,7 @@ Typical problems include:
                        - +

                        More Documentation

                        @@ -177,4 +177,5 @@ Typical problems include:

                        +

                        view online version

                        \ No newline at end of file diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/logging.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/logging.html index 05f906200..7559787ba 100644 --- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/logging.html +++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/logging.html @@ -3,7 +3,7 @@
                        - +

                        Logging Like a Newb

                        @@ -13,7 +13,7 @@ Many developers just use System.out.println() to print diagnostic strings to the

                        - +

                        Logging Like a Pro

                        @@ -67,7 +67,7 @@ More details about

                        Switching the Logger on and off

                        @@ -95,4 +95,5 @@ To reactivate full logging, e.g. for debugging and testing:
                        Logger.getLogger(””).setLevel(Level.FINE);
                        +

                        view online version

                        \ No newline at end of file diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/making_the_camera_follow_a_character.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/making_the_camera_follow_a_character.html index 03bddde14..8f1119c7a 100644 --- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/making_the_camera_follow_a_character.html +++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/making_the_camera_follow_a_character.html @@ -23,7 +23,7 @@ There are two ways how the camera can do that:

                        - +

                        Code Samples

                        @@ -38,7 +38,7 @@ Press the WASD or arrow keys to move. Drag with the left mouse button to rotate.
                        - +

                        Camera Node

                        - +

                        Code sample: @@ -87,7 +87,7 @@ The camera's transformation is copied over the spatial's transformatio - +

                        Chase Camera

                        @@ -137,7 +137,7 @@ new KeyTrigger(KeyInput.KEY_SPACE))Activate mutiple triggers for the ro setRotationSensitivity(5f)How fast the camera rotates. Use values around <1.0f (all bigger values are ignored).
                        - +

                        Code sample: @@ -148,7 +148,7 @@ new KeyTrigger(KeyInput.KEY_SPACE))Activate mutiple triggers for the ro - +

                        Which to Choose?

                        @@ -171,6 +171,7 @@ What is the difference of the two code samples above? Drag-to-Rotate rotates the target and the camera. You always see the target from behind.Drag-to-Rotate rotates only the camera. You can see the target from various sides.
                        - + +

                        view online version

                        \ No newline at end of file diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/material_definitions.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/material_definitions.html index c27b41d71..69aa90679 100644 --- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/material_definitions.html +++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/material_definitions.html @@ -18,7 +18,7 @@ myGeometry.setMaterial(mat); // Use material on this Geome

                        - +

                        Preparing a Material

                        @@ -50,7 +50,7 @@ In the M
                        - +

                        Using a Material

                        @@ -79,7 +79,7 @@ For details see also:

                        Examples

                        @@ -123,7 +123,7 @@ mat.setColor("Color", ColorRGBA.Blue);

                        You can test these examples within the following code snippet. It creates a box and applies the material:

                        -
                         Box(Vector3f.ZERO, 1, 1, 1);
                        +
                         Box b = new Box(Vector3f.ZERO, 1, 1, 1);
                         Geometry geom = new Geometry("Box", b);
                         // ... insert Material definition...
                         geom.setMaterial(mat);
                        @@ -135,7 +135,7 @@ rootNode.attachChild(geom);

                        - +

                        Creating a Custom Material Definition

                        @@ -167,4 +167,5 @@ Check out the eng
                        +

                        view online version

                        \ No newline at end of file diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/materials_overview.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/materials_overview.html index 666cea8d2..90b041cb3 100644 --- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/materials_overview.html +++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/materials_overview.html @@ -22,7 +22,7 @@ Or find more background info on

                        All Materials Definition Properties

                        @@ -44,7 +44,7 @@ Most Material parameters are optional. For example, it is okay to specify solely

                        - +

                        Unshaded Coloring and Textures

                        @@ -83,7 +83,7 @@ setTexture("GlowMap", assetManager.loadTexture(""));
                        setColor("GlowColor", ColorRGBA.White);
                        - +

                        Other useful, but less commonly used material definitions: @@ -143,9 +143,9 @@ setColor("GlowColor", ColorRGBA.White);
                        setBoolean("PointSprite",true); - + - +

                        Phong Illuminated

                        @@ -203,7 +203,7 @@ setColor("Specular", ColorRGBA.White);
                        setBoolean("WardIso",true);4)
                        -
                        +
                        @@ -250,9 +250,9 @@ setBoolean("WardIso",true);
                        setBoolean("SphereMap",true);
                        Special Illuminated Material Definitions Usage Material Parameters
                        - + - +

                        Other: Test and Debug

                        @@ -263,14 +263,14 @@ setBoolean("WardIso",true);
                        Common/MatDefs/Misc/ShowNormals.j3md A color gradient calculated from the model's surface normals. You can use this built-in material to debug the generation of normals in meshes, to preview models that have no material and no lights, or as fall-back default material. This built-in material has no parameters.
                        - +
                        - +

                        RenderStates

                        - +

                        Transparency

                        @@ -311,7 +311,7 @@ Deactivate Alpha Testing for gradually translucent objects, suc
                        getAdditionalRenderState().setBlendMode(BlendMode.PremultAlpha);Pre-multiplied alpha blending. E.g. if the color of the object has already been multiplied by its alpha, this is used instead of "Alpha" blend mode.For use with Premult Alpha textures.
                        - +

                        If the DiffuseMap has an alpha channel, use: @@ -332,7 +332,7 @@ Later, put the Geometry (not the Material!) in the appropriate render queue

                        - +

                        Culling

                        @@ -352,9 +352,9 @@ Later, put the Geometry (not the Material!) in the appropriate render queue
                        getAdditionalRenderState().setFaceCullMode(FaceCullMode.FrontAndBack)Cull both backfaces and frontfaces.Use this as an efficient way to make an object temporarily invisible, while keeping all its other in-game properties (node attachment, collision shapes, interactions, etc) active.
                        - +
                        - +

                        Miscellaneous

                        @@ -368,7 +368,7 @@ Later, put the Geometry (not the Material!) in the appropriate render queue
                        getAdditionalRenderState().setPolyOffset();Enable polygon offset.Use this when you have meshes that have triangles really close to each over (e.g. ), it will shift the depth values to prevent .
                        -
                        +
                        material, texture, MatDefs, @@ -379,7 +379,7 @@ Later, put the Geometry (not the Material!) in the appropriate render queue
                        -
                        +
                        1) UseAlpha specifies whether DiffuseMap uses the alpha channel
                        2) diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/mesh.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/mesh.html index 9b2f361e0..749d72ceb 100644 --- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/mesh.html +++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/mesh.html @@ -41,7 +41,7 @@ You can use default S

                        - +

                        Vertex Buffer

                        @@ -97,7 +97,7 @@ The VertexBuffer contains a particular type of geometry data used by Meshes. Eve Type.BoneIndex Bone indices, used with animation
                        -
                        +
                        @@ -129,7 +129,7 @@ The VertexBuffer contains a particular type of geometry data used by Meshes. Eve
                        Mesh methodDescription
                        scaleTextureCoordinates(Vector2f)
                        -
                        +
                        @@ -158,6 +158,7 @@ The VertexBuffer contains a particular type of geometry data used by Meshes. Eve
                        Mesh ModeDescription
                        Mesh.Mode.Hybrid?
                        - +
                        +

                        view online version

                        \ No newline at end of file diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/monkey_zone.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/monkey_zone.html index 20b765985..aa0e8ebce 100644 --- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/monkey_zone.html +++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/monkey_zone.html @@ -34,7 +34,7 @@ The project design follows best practices that make it possible to edit maps, ve

                        - +

                        Implementation

                        @@ -49,7 +49,7 @@ When a human user or an AI performs an action (presses a button), the actual log

                        - +

                        Terminology

                        @@ -70,7 +70,7 @@ The game uses certain terms that might be familiar to you but maybe used in anot
                        - +

                        Manager Classes

                        @@ -81,7 +81,7 @@ The gameplay is largely controlled by the ServerGameManager which does gameplay

                        - +

                        Use of Controls

                        @@ -122,7 +122,7 @@ A special Control called CommandControl handles the Commands that can be execute

                        - +

                        Artificial Intelligence

                        @@ -183,7 +183,7 @@ For each map a navigation mesh is generated that allows the entities to navigate

                        - +

                        Networking

                        @@ -194,7 +194,7 @@ The sync manager basically puts a timestamp on every message sent from the serve

                        - +

                        Use of jMonkeyEngine SDK tools

                        @@ -204,7 +204,7 @@ All assets used in the game, like entity models and loaded maps can be preconfig

                        - +

                        UserData

                        @@ -214,7 +214,7 @@ Entities (Nodes and Geometries) that are loaded from disk have certain UserData

                        - +

                        Physics

                        @@ -224,12 +224,12 @@ VehicleControls, CharacterControls and RigidBodyControls with mesh collision sha

                        - +

                        API Info

                        - +

                        Designer Infos

                        @@ -301,7 +301,7 @@ Programmatic PlayerData:
                        - +

                        The Future

                        @@ -321,7 +321,7 @@ MonkeyZone is hosted at GoogleCode, where you can check out the jMonkeyEngine
                        - +

                        Troubleshooting

                          @@ -337,4 +337,5 @@ MonkeyZone is hosted at GoogleCode, where you can check out the jMonkeyEngine
                        +

                        view online version

                        \ No newline at end of file diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/motionpath.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/motionpath.html index cf014d80e..5e3df5814 100644 --- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/motionpath.html +++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/motionpath.html @@ -12,7 +12,7 @@ A MotionPath describes the motion of a spatial between waypoints. The path can b

                        - +

                        Sample Code

                          @@ -23,7 +23,7 @@ A MotionPath describes the motion of a spatial between waypoints. The path can b
                        - +

                        What Are Way Points?

                        @@ -47,7 +47,7 @@ The final shape of the path is computed using a linear interpolation or a
                        - +

                        Create a MotionPath

                        @@ -92,9 +92,9 @@ removeWayPoint(index)Removes a way point from this path. You can specif path.disableDebugShape()Hides the line that visualizes the path. Use this for the release build.
                        - + - +

                        MotionPathListener

                        @@ -117,4 +117,5 @@ In this example, you just print the status at every way point. In a game you cou });
                        +

                        view online version

                        \ No newline at end of file diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/mouse_picking.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/mouse_picking.html index 3f480e5b0..e3eca7c56 100644 --- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/mouse_picking.html +++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/mouse_picking.html @@ -16,7 +16,7 @@ See Input Ha

                        - +

                        Pick a Target Using Fixed Crosshairs

                        @@ -72,7 +72,7 @@ The following example rotates Spatials named "Red Box" or "Blue B };
                        - +

                        Pick a Target Using the Mouse Pointer

                        @@ -146,4 +146,5 @@ The following example rotates Spatials named "Red Box" or "Blue B
                        +

                        view online version

                        \ No newline at end of file diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/multiple_camera_views.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/multiple_camera_views.html index 4017eb499..f13411275 100644 --- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/multiple_camera_views.html +++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/multiple_camera_views.html @@ -12,7 +12,7 @@ The packages used in this example are com.jme3.renderer.Camera and

                        - +

                        How to resize and Position ViewPorts

                        @@ -74,7 +74,7 @@ Example: Cam2's rectangle is int he bottom right: It extends from mid (x1=0

                        - +

                        Four-Time Split Screen

                        @@ -84,7 +84,7 @@ In this example, you create four views (2x2) with the same aspect ratio as the w

                        - +

                        Set up the First View

                        @@ -104,7 +104,7 @@ Optionally, place the main camera in the scene and rotate it in its start positi cam.setRotation(new Quaternion (-0.07f, 0.92f, -0.25f, -0.27f));
                        - +

                        Set Up Three More Views

                        @@ -169,7 +169,7 @@ cam3.setViewPort( 0.0f , 0.5f , 0.5f , 1.0f); cam4.setViewPort( 0.5f , 1.0f , 0.5f , 1.0f);
                        - +

                        Picture in Picture

                        @@ -199,7 +199,7 @@ viewPort2.setClearFlags(true, true, true); viewPort2.attachScene(rootNode);
                        - +

                        Settings

                        @@ -229,4 +229,5 @@ You have full control to determine which Nodes the camera can see! It can see th
                        +

                        view online version

                        \ No newline at end of file diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/multithreading.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/multithreading.html index c6ccef839..45e192a2a 100644 --- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/multithreading.html +++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/multithreading.html @@ -20,7 +20,7 @@ Effectively, each for-loop in the main update loop might be a chance for multith

                        - +

                        Java Multithreading

                        @@ -39,7 +39,7 @@ The java.util.concurrent package provides a good foundation for multithreading a
                        - +

                        Multithreading in jME3

                        @@ -57,7 +57,7 @@ To avoid slowdown, we decide to keep the pathfinding operations in the NPC Contr

                        - +

                        Executor

                        @@ -73,7 +73,7 @@ Pool size means the executor will keep four threads alive at any time. Having mo

                        - +

                        Control Class Fields

                        @@ -93,7 +93,7 @@ Here we also created the Future variable to track the state of this task.

                        - +

                        Control Update() Method

                        @@ -141,7 +141,7 @@ Remember not to mess with the class fields after starting the thread, because th

                        - +

                        The Callable

                        @@ -193,7 +193,7 @@ private Callable<MyWayList> findWay = new Callable<MyWayList>(&# };
                        - +

                        The jME3 Threading Model

                        @@ -220,7 +220,7 @@ If the processing thread needs to wait or needs the return value then get(

                        - +

                        Conclusion

                        @@ -239,4 +239,5 @@ The cool thing about this approach is that every entity creates one self-contain
                        +

                        view online version

                        \ No newline at end of file diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/networking.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/networking.html index 7360bd6da..29847a3e4 100644 --- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/networking.html +++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/networking.html @@ -20,7 +20,7 @@ Each Client keeps the the Server informed about its player's moves and acti

                        - +

                        SpiderMonkey API Overview

                        @@ -41,7 +41,7 @@ The SpiderMonkey API com.jme3.network.Client == com.jme3.network.HostedConnection
                        - +

                        You can register several types of listeners to be notified of changes. @@ -56,12 +56,12 @@ You can register several types of listeners to be notified of changes. - +

                        Client and Server

                        - +

                        Creating a Server

                        @@ -96,7 +96,7 @@ When you run this app on a host, the server is ready to accept clients. Let'

                        - +

                        Creating a Client

                        @@ -135,7 +135,7 @@ When you run this client, it connects to the server.

                        - +

                        Getting Info About a Client

                        @@ -158,7 +158,7 @@ The server refers to a connected client as com.jme3.network.HostedConnection obj myServer.getConnection(0)Server gets the first (0), second (1), etc, connected HostedConnection object (one client).
                        - +

                        Your game can define its own game data based on whatever criteria you want, typically these include player ID and state. If the server needs to look up player/client-specific information, you can store this information directly on the HostedConnection object. The following examples read and write a custom Java object MyState in the HostedConnection object conn: @@ -175,14 +175,14 @@ Your game can define its own game data based on whatever criteria you want, typi MyState state = conn.getAttribute("MyState") Server can read an attribute of the HostedConnection. - + - +

                        Messaging

                        - +

                        Creating Message Types

                        @@ -203,7 +203,7 @@ You must register each message type to the com.jme3.network.serializing.Serializ
                        Serializer.registerClass(HelloMessage.class);
                        - +

                        Responding to Messages

                        @@ -260,7 +260,7 @@ For each message type, register a server listener to the server:
                        myServer.addMessageListener(new ServerListener(), HelloMessage.class);
                        - +

                        Creating and Sending Messages

                        @@ -297,7 +297,7 @@ The last two broadcasting methods use com.jme3.network.Filters to select a subse

                        - +

                        Identification and Rejection

                        @@ -328,7 +328,7 @@ A server has a game version and game name property. Each client expects to commu myClient.getVersion() Client queries the version of the server it is connected to.
                        - +

                        Typically, your networked game defines its own attributes (such as player ID) based on whatever criteria you want. If you want to look up player/client-specific information beyond the game version, you can set this information directly on the Client/HostedConnection object (see Getting Info About a Client). @@ -336,12 +336,12 @@ A server has a game version and game name property. Each client expects to commu

                        - +

                        Closing Clients and Server Cleanly

                        - +

                        Closing a Client

                        @@ -357,7 +357,7 @@ You must override the client's destroy() method to close the connection cle }
                        - +

                        Closing a Server

                        @@ -373,7 +373,7 @@ You must override the server's destroy() method to close the connection whe }
                        - +

                        Kicking a Client

                        @@ -384,7 +384,7 @@ The server can kick a HostedConnection to make it disconnect. You should provide
                        conn.close("We kick cheaters.");
                        - +

                        Listening to Connection Notification

                        @@ -394,7 +394,7 @@ The server and clients are notified about connection changes.

                        - +

                        ClientStateListener

                        @@ -414,7 +414,7 @@ The com.jme3.network.ClientStateListener notifies the Client when the Client has public void clientDisconnected(Client c, DisconnectInfo info){} Implement here what happens after the server kicks this client. For example, display the DisconnectInfo to the user.
                        - +

                        First implement the ClientStateListener interface in the Client class. Then register it to myClient in MyGameClient's simeplInitApp() method: @@ -422,7 +422,7 @@ First implement the ClientStateListener interface in the Client class. Then regi

                        myClient.addClientStateListener(this);
                        - +

                        ConnectionListener

                        @@ -442,7 +442,7 @@ The com.jme3.network.ConnectionListener notifies the Server whenever new HostedC public void connectionRemoved(Server s, HostedConnection c){} Implement here what happens after a HostedConnection has left. E.g. a player has quit the game and the server removes his character.
                        - +

                        First implement the ConnectionListener interface in the Server class. Then register it to myServer in MyGameServer's simpleInitApp() method. @@ -451,7 +451,7 @@ First implement the ConnectionListener interface in the Server class. Then regis

                        myServer.addConnectionListener(this);
                        - +

                        UDP versus TCP

                        @@ -469,7 +469,7 @@ message2.setReliable(false); // UDP
                        - +

                        Important: Use Multi-Threading

                        @@ -493,7 +493,7 @@ For general advice, see the articles

                        Troubleshooting

                        @@ -508,4 +508,5 @@ If you have set up a server in your home network, and the game clients cannot re
                        +

                        view online version

                        \ No newline at end of file diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/nifty_gui.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/nifty_gui.html index d7e284790..8599ca8b4 100644 --- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/nifty_gui.html +++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/nifty_gui.html @@ -20,7 +20,7 @@ This document introduces you to

                        Tutorial Overview

                        @@ -54,7 +54,7 @@ Learn to add a Nifty GUI to
                        - +

                        Must Know: Nifty GUI Concepts

                        @@ -99,7 +99,7 @@ Nifty GUIs are made up of the following elements:
                        - +

                        Resources

                          @@ -108,7 +108,7 @@ Nifty GUIs are made up of the following elements:
                        - +

                        JME-Nifty Sample Code

                          @@ -137,7 +137,7 @@ Nifty GUIs are made up of the following elements:
                        - +

                        External Documentation

                        @@ -157,7 +157,7 @@ Learn more from the NiftyGUI page:
                        - +

                        Next Steps

                        @@ -173,7 +173,7 @@ Now that you understand the concepts and know where to find more information, le
                        - +

                        Nifty Logging (Nifty 1.3.1)

                        @@ -191,4 +191,5 @@ Logger.getLogger("NiftyInputEventHandlingLog").setLevel(Level.SEVERE);
                        +

                        view online version

                        \ No newline at end of file diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/nifty_gui_java_interaction.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/nifty_gui_java_interaction.html index 71697ed31..469278854 100644 --- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/nifty_gui_java_interaction.html +++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/nifty_gui_java_interaction.html @@ -20,7 +20,7 @@ In the previous parts of the tutorial, you created a two-screen user interface.

                        - +

                        Connect GUI to Java Controller

                        @@ -100,7 +100,7 @@ Now the Java class MyStartScreen and this

                        Make GUI and Java Interact

                        @@ -114,7 +114,7 @@ Use any combination of the three following approaches to make Java classes inter

                        - +

                        GUI Calls a Void Java Method

                        @@ -214,7 +214,7 @@ The quitGame() example shows that you have access to the application app
                        - +

                        GUI Gets Return Value from Java Method

                        @@ -253,7 +253,7 @@ You can use this for Strings and numeric values (e.g. when you read settings fro

                        - +

                        Java Modifies Nifty Elements and Events

                        @@ -293,7 +293,7 @@ For this to work, there already needs to be a (possibly inactive) <inte
                        <interact onClick="doNothing()"/>
                        - +

                        Next Steps

                        @@ -317,4 +317,5 @@ You're done with the basic Nifty
                        +

                        view online version

                        \ No newline at end of file diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/nifty_gui_java_layout.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/nifty_gui_java_layout.html index 5b4a9d17b..ed1513c8b 100644 --- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/nifty_gui_java_layout.html +++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/nifty_gui_java_layout.html @@ -20,7 +20,7 @@

                        - +

                        Sample Code

                        @@ -121,7 +121,7 @@ public class Main extends SimpleApplication { }
                        - +

                        Implement Your GUI Layout

                        @@ -139,7 +139,7 @@ Create an Screen.Java file in the assets/Interfaces/ directory of y

                        - +

                        Make Screens

                        @@ -162,7 +162,7 @@ Every Nifty GUI must have a

                        - +

                        Make Layers

                        @@ -205,7 +205,7 @@ In a layer, you can now add panels and arrange them. Panels are containers that

                        - +

                        Make Panels

                        @@ -335,7 +335,7 @@ The result should look as follows:

                        - +

                        Adding Content to Panels

                        @@ -345,7 +345,7 @@ See also <

                        - +

                        Add Images

                        @@ -413,7 +413,7 @@ This image is scaled to use 50% of the height and 30% of the width of its contai

                        - +

                        Add Static Text

                        @@ -466,7 +466,7 @@ The font used is jME3's default font "Interface/Fonts/Default.fnt"

                        - +

                        Add Controls

                        @@ -562,7 +562,7 @@ Nifty additionally offers many customizable controls such as check boxes, text f

                        - +

                        Intermediate Result

                        @@ -580,7 +580,7 @@ When you preview this code in the jMonkeyEngine

                        Nifty Java Settings

                        @@ -608,7 +608,7 @@ Before initializing the nifty screens, you set up properties and register media. setDebugOptionPanelColors(true); Highlight all panels, makes it easier to arrange them.
                        - +

                        Example: @@ -616,7 +616,7 @@ Example:

                        nifty.registerMouseCursor("hand", "Interface/mouse-cursor-hand.png", 5, 4);
                        - +

                        Next Steps

                        @@ -638,4 +638,5 @@ Integrate the GUI into the g
                        +

                        view online version

                        \ No newline at end of file diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/nifty_gui_overlay.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/nifty_gui_overlay.html index a901f1835..d2ba87cf6 100644 --- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/nifty_gui_overlay.html +++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/nifty_gui_overlay.html @@ -29,7 +29,7 @@ On this page, we look at the overlay variant, which is more commonly used in gam

                        - +

                        Sample Code

                          @@ -38,7 +38,7 @@ On this page, we look at the overlay variant, which is more commonly used in gam
                        - +

                        Overlaying the User Interface Over the Screen

                        @@ -68,7 +68,7 @@ The MySettingsScreen class is a custom de.lessvoid.nifty.screen.Scr

                        - +

                        Next Steps

                        @@ -88,4 +88,5 @@ Now that you have layed out and integrated the

                        view online version

                        \ No newline at end of file diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/nifty_gui_popup_menu.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/nifty_gui_popup_menu.html index a2be31321..157376a25 100644 --- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/nifty_gui_popup_menu.html +++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/nifty_gui_popup_menu.html @@ -38,7 +38,7 @@ The Java code within your defined ScreenController implementation: ... public void createMyPopupMenu(){ popup = nifty.createPopup("niftyPopupMenu"); - Menu.class); + Menu myMenu = popup.findNiftyControl("#menu", Menu.class); myMenu.setWidth(new SizeValue("100px")); // must be set myMenu.addMenuItem("Click me!", "menuItemIcon.png", new menuItem("menuItemid", "blah blah")); // menuItem is a custom class @@ -60,7 +60,7 @@ public void showMenu() { // the method to trigger the menu private class menuItem { public String id; public String name; - public menuItem(String name){ + public menuItem(String id, String name){ this.id= id; this.name = name; } diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/nifty_gui_projection.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/nifty_gui_projection.html index 08c70673d..6b49ae4d6 100644 --- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/nifty_gui_projection.html +++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/nifty_gui_projection.html @@ -32,7 +32,7 @@ This GUI projection variant

                        - +

                        Sample Code

                          @@ -41,7 +41,7 @@ This GUI projection variant
                        - +

                        Projecting the User Interface Onto a Texture

                        @@ -70,7 +70,7 @@ niftyView.setClearEnabled(true); niftyView.setOutputFrameBuffer(fb);   /** This is the 3D cube we project the GUI on */ -Box(Vector3f.ZERO, 1, 1, 1); +Box b = new Box(Vector3f.ZERO, 1, 1, 1); Geometry geom = new Geometry("Box", b); Material mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md"); mat.setTexture("m_ColorMap", niftytex); /** Here comes the texture! */ @@ -86,7 +86,7 @@ Run the code sample. You select buttons on this

                        Next Steps

                        @@ -107,4 +107,5 @@ Now that you have layed out and integrated the

                        view online version

                        \ No newline at end of file diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/nifty_gui_scenarios.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/nifty_gui_scenarios.html index 40fa6256f..426334e18 100644 --- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/nifty_gui_scenarios.html +++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/nifty_gui_scenarios.html @@ -12,7 +12,7 @@ Requirements: These tips assume that you have read and understood the

                        Switch Game States

                        @@ -52,7 +52,7 @@ When the player switches between game states, you detach one set of AppStates, a

                        - +

                        Get Access to Application and Update Loop

                        @@ -105,7 +105,7 @@ public StartScreenState(SimpleApplication app){ }
                        - +

                        Know Your Variables

                        @@ -125,14 +125,14 @@ public StartScreenState(SimpleApplication app){
                        ${PROP.key} looks up key in the Nifty properties. Use Nifty.setGlobalproperties(properties) and Nifty.getGlobalproperties("key"). Or SystemGetProperties(key);
                        - +

                        See also:

                        - +

                        Use ScreenControllers for Mutally Exclusive Functionality

                        @@ -152,7 +152,7 @@ For example, create a MyHudScreen.java for the hud scr
                        - +

                        Create a "Loading..." Screen

                        @@ -162,7 +162,7 @@ Get the full
                        - +

                        Create a Popup Menu

                        @@ -172,7 +172,7 @@ Get the full

                        Add Visual Effects

                        @@ -206,7 +206,7 @@ Learn more from the NiftyGUI page:
                        - +

                        Add Sound Effects

                        @@ -223,7 +223,7 @@ Playing sounds using Nifty is also possible with a playSound effect </label>
                        - +

                        Pass ClickLoc From Nifty to Java

                        @@ -253,7 +253,7 @@ You can name the method (here clicked) what ever you like, as long

                        - +

                        Load Several XML Files

                        @@ -274,7 +274,7 @@ stateManager.attach(optionsControl); guiViewPort.addProcessor(niftyDisplay);
                        - +

                        Design Your Own Styles

                        @@ -326,4 +326,5 @@ Learn more from the NiftyGUI page:
                        +

                        view online version

                        \ No newline at end of file diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/nifty_gui_xml_layout.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/nifty_gui_xml_layout.html index 5235549d8..59593492e 100644 --- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/nifty_gui_xml_layout.html +++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/nifty_gui_xml_layout.html @@ -20,7 +20,7 @@ You can "draw" the GUI
                        - +

                        Plan Your GUI Layout

                        @@ -75,7 +75,7 @@ The HUD contains:
                        - +

                        Implement Your GUI Layout

                        @@ -89,7 +89,7 @@ Create an empty screen.xml file in the assets/Interfaces/ directory

                        - +

                        Make Screens

                        @@ -117,7 +117,7 @@ Every Nifty GUI must have a

                        - +

                        Make Layers

                        @@ -149,7 +149,7 @@ In a layer, you can now add panels and arrange them. Panels are containers that

                        - +

                        Make Panels

                        @@ -202,7 +202,7 @@ The result should look as follows:

                        - +

                        Adding Content to Panels

                        @@ -212,7 +212,7 @@ See also <

                        - +

                        Add Images

                        @@ -257,7 +257,7 @@ This image is scaled to use 50% of the height and 30% of the width of its contai

                        - +

                        Add Static Text

                        @@ -284,7 +284,7 @@ The font used is jME3's default font "Interface/Fonts/Default.fnt"

                        - +

                        Add Controls

                        @@ -346,7 +346,7 @@ Nifty additionally offers many customizable controls such as check boxes, text f

                        - +

                        Intermediate Result

                        @@ -364,7 +364,7 @@ Compare this result with the layout draft above.

                        - +

                        Next Steps

                        @@ -386,4 +386,5 @@ Integrate the GUI into the g
                        +

                        view online version

                        \ No newline at end of file diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/open_game_finder.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/open_game_finder.html index a965d4c99..940633000 100644 --- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/open_game_finder.html +++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/open_game_finder.html @@ -18,7 +18,7 @@ Both on the client and the server side of OGF is written purely in Java. OGF has

                        - +

                        Installation

                          @@ -31,7 +31,7 @@ Both on the client and the server side of OGF is written purely in Java. OGF has
                        - +

                        Setting up the Database

                        @@ -47,7 +47,7 @@ The OGF server uses an embedded Apache Derby database. You have to install the d
                        - +

                        Running the server

                        @@ -69,7 +69,7 @@ The server is now running and ready to accept connections.

                        - +

                        Running the client

                          @@ -93,7 +93,7 @@ A client is now running, connects to the server, and displays a registration/log

                        - +

                        Client: 1. Registration

                        @@ -118,7 +118,7 @@ The client registers the account and opens the chat window directly.

                        - +

                        Client: 2. Login

                        @@ -139,7 +139,7 @@ The client logs you in and opens the chat window.

                        - +

                        Client: 3. Chat

                        @@ -149,7 +149,7 @@ The chat window shows a list of all users logged in to the server. Logged-in use

                        - +

                        Connecting to a Game

                        @@ -176,7 +176,7 @@ After this, continue writing your JME3 init method.

                        - +

                        Configuration

                          @@ -192,4 +192,5 @@ A: TBD
                        +

                        view online version

                        \ No newline at end of file diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/particle_emitters.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/particle_emitters.html index 9a6c6ccf0..acf4ce581 100644 --- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/particle_emitters.html +++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/particle_emitters.html @@ -18,7 +18,7 @@ Creating an effect involves some trial and error to get the settings just ri

                        - +

                        Create an Emitter

                          @@ -49,7 +49,7 @@ Choose one of the following mesh shapes
                        - +

                        Configure Parameters

                        @@ -115,13 +115,13 @@ false = Particles fly straight like you drew them in the sprite texture (e.g. in start area setShape(new EmitterSphereShape( Vector3f.ZERO, 2f));EmitterPointShape()By default, particles are emitted from the emitters location (a point). You can increase the emitter shape to occupy a sphere, so that the start point of new particles can be anywhere inside the sphere, which makes the effect a bit more irregular.
                        - +

                        Build up you effect by specifying one parameter after the other. If you change several parameters at the same time, it's difficult to tell which of the values caused which outcome.

                        - +

                        Create an Effect Material

                        @@ -158,7 +158,7 @@ The effect texture can be one image, or contain a sprite animation – a series

                        - +

                        Default Particle Textures

                        @@ -195,14 +195,14 @@ The following effect textures are available by default from test-data.jar< Effects/Smoke/Smoke.png 1*15
                        - +

                        Tip: Use the setStartColor()/setEndColor() settings described above to colorize the white and gray parts of textures.

                        - +

                        Usage Example

                            ParticleEmitter fire = new ParticleEmitter("Emitter", ParticleMesh.Type.Triangle, 30);
                        @@ -237,4 +237,5 @@ See also: 
                         
                        +

                        view online version

                        \ No newline at end of file diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/physics.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/physics.html index b0db7082c..328aa39f6 100644 --- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/physics.html +++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/physics.html @@ -16,7 +16,7 @@ If you are looking for info on how to respond to physics events such as collisio

                        - +

                        Technical Overview

                        @@ -53,7 +53,7 @@ When you use this physics simulation, values correspond to the following units:
                        - +

                        Sample Code

                        @@ -73,7 +73,7 @@ Full code samples are here:
                        - +

                        Physics Application

                        @@ -86,7 +86,7 @@ A short overview of how to write a jME application with Physics capabilities: Do the following once per application to gain access to the physicsSpace object:

                          -
                        1. Make you application extend com.jme3.app.SimpleApplication.
                          +
                        2. Make your application extend com.jme3.app.SimpleApplication.
                        3. Create a BulletAppState field:
                          private BulletAppState bulletAppState;
                          @@ -133,7 +133,7 @@ Let's look at the details:

                        - +

                        Create a CollisionShape

                        @@ -173,7 +173,7 @@ Disc-shaped objects like wheels, plates. PlaneCollisionShape() A 2D plane. Very fast. Flat solid floor or wall.
                        - +

                        All non-mesh CollisionShapes can be used for dynamic, kinematic, as well as static Spatials. (Code samples see below) @@ -200,7 +200,7 @@ All non-mesh CollisionShapes can be used for dynamic, kinematic, as well as stat Limitations: Requires heightmap data. Collisions between two mesh-accurate shapes cannot be detected, only non-mesh shapes can collide with this shape.Static terrains. - +

                        The mesh-accurate shapes can use a CollisionShapeFactory as constructor (code samples see below). @@ -217,7 +217,7 @@ The mesh-accurate shapes can use a CollisionShapeFactory as constructor (code sa

                        - +

                        CollisionShape Code Samples

                          @@ -248,7 +248,7 @@ The mesh-accurate shapes can use a CollisionShapeFactory as constructor (code sa
                        - +

                        Create PhysicsControl

                        @@ -269,7 +269,7 @@ Solid immobile floors, walls, static obstacles. GhostControlUse for collision and intersection detection between physical objects. A GhostControl itself is non-solid and invisible. GhostControl moves with the Spatial it is attached to. Use GhostControls to implement custom game interactions by adding it to a visible Geometry. A monster's "aggro radius", CharacterControl collisions, motion detectors, photo-electric alarm sensors, poisonous or radioactive perimeters, life-draining ghosts, etc.
                        -
                        +
                        @@ -284,14 +284,14 @@ PhysicsVehicleWheel
                        Special PhysicsControls Usage Examples
                        Special Control used for collapsing, flailing, or falling characters Falling persons, animals, robots, "Rag dolls"
                        - +

                        Click the links for details on the special PhysicsControls. This article is about RigidBodyControl.

                        - +

                        PhysicsControls Code Samples

                        @@ -312,7 +312,7 @@ The PhysicsControl constructors expect a Collision Shape and a mass (a float in

                        The following creates a box Geometry with the correct default BoxCollisionShape:

                        -
                        Box(1,1,1);
                        +
                        Box b = new Box(1,1,1);
                         Geometry box_geo = new Geometry("Box", b);
                         box_geo.addControl(new RigidBodyControl( 1.0f )); // explicit non-zero mass, implicit BoxCollisionShape
                        @@ -330,7 +330,7 @@ gameLevel.addControl(new RigidBodyControl(0.0f)); // explicit ze

                        - +

                        Add PhysicsControl to Spatial

                        @@ -347,7 +347,7 @@ For each physical Spatial in the scene:
                        - +

                        Add PhysicsControl to PhysicsSpace

                        @@ -374,7 +374,7 @@ myThing_geo.removeFromParent();

                        - +

                        PhysicsSpace Code Samples

                        @@ -396,7 +396,7 @@ bulletAppState.getPhysicsSpace().setWorldMin(new Vector3f(-10000
                        - +

                        Specify Physical Properties

                        @@ -435,7 +435,7 @@ This setting has an impact on performance, so use it sparingly. Brick: Rubber ball: 1.0f
                        - +

                        On a RigidBodyControl, you can apply the following physical forces: @@ -459,9 +459,9 @@ On a RigidBodyControl, you can apply the following physical forces: (See detailed explanation below.) - + - +

                        Kinematic vs Dynamic vs Static

                        @@ -511,7 +511,7 @@ setKinematic(true);setMass(1f);
                        setKinematic(false);
                        - +

                        When Do I Use Kinematic Objects?

                        @@ -534,7 +534,7 @@ setKinematic(false);

                        - +

                        Forces: Moving Dynamic Objects

                        @@ -572,7 +572,7 @@ Use the following methods to move dynamic physical objects. clearForces()Cancels out all forces (force, torque) etc and stops the motion.
                        - +

                        It is technically possible to position PhysicsControls using setLocalTranslation(), e.g. to place them in their start position in the scene. However you must be very careful not to cause an "impossible state" where one physical object overlaps with another! Within the game, you typically use the setters shown here exclusively. @@ -612,7 +612,7 @@ removeCollideWithGroup(COLLISION_GROUP_01)Collision Groups are integer setCcdSweptSphereRadius(.5f)Bullet does not use the full collision shape for continuous collision detection, insteadit uses a "swept sphere" shape to approximate a motion. Only relevant for fast moving dynamic bodies. (?)
                        - +

                        You can setApplyPhysicsLocal(true) for an object to make it move relatively to its local physics space. You would do that if you need a physics space that moves with a node (e.g. a spaceship with artificial gravity surrounded by zero-g space). By default, it's set to false, and all movement is relative to the world. @@ -620,7 +620,7 @@ removeCollideWithGroup(COLLISION_GROUP_01)Collision Groups are integer

                        - +

                        Best Practices

                          @@ -651,7 +651,7 @@ removeCollideWithGroup(COLLISION_GROUP_01)Collision Groups are integer
                        -
                        +
                        1) Inertia is calculated for kinematic objects, and you need mass to do that.
                        diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/physics_listeners.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/physics_listeners.html index 4d68a4b0e..5e11134f0 100644 --- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/physics_listeners.html +++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/physics_listeners.html @@ -7,7 +7,7 @@ You can control physical objects (push them around) by applying physical forces

                        - +

                        Sample Code

                          @@ -20,7 +20,7 @@ You can control physical objects (push them around) by applying physical forces
                        - +

                        PhysicsGhostObjects

                        @@ -59,9 +59,9 @@ getPhysicsSpace().add(ghost); getOverlapping(i)Get PhysicsCollisionObject number i.
                        - + - +

                        Physics Tick Listener

                        @@ -72,7 +72,7 @@ Applying forces or checking for overlaps only has an effect right at a physics u

                        - +

                        When (Not) to Use Tick Listener?

                        @@ -90,7 +90,7 @@ When your game mechanics however just poll the current state (e.g. getPhysicsLoc

                        - +

                        How to Listen to Physics Ticks

                        @@ -124,12 +124,12 @@ public void physicsTick(PhysicsSpace space, float tpf){ }
                        - +

                        Physics Collision Listener

                        - +

                        When (Not) to Use Collision Listener

                        @@ -155,7 +155,7 @@ If however you want to respond to a collision event (com.jme3.bullet.collision.P
                        - +

                        How to Listen to Collisions

                        @@ -194,7 +194,7 @@ After you identify the colliding nodes, specify the action to trigger when this

                        - +

                        Reading Details From a PhysicsCollisionEvent

                        @@ -226,13 +226,13 @@ getObjectB() The two participants in the collision. You cannot kno getCombinedRestitution() A float value representing the collision restitution (bounciness)
                        - +

                        Note that after the collision method has been called the object is not valid anymore so you should copy any data you want to keep into local variables.

                        - +

                        Collision Groups

                        @@ -255,4 +255,5 @@ myNode.getControl(RigidBodyControl.class).setCollideWithGroups(Physi
                        +

                        view online version

                        \ No newline at end of file diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/post-processor_water.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/post-processor_water.html index 6a45e4620..6fbb8a285 100644 --- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/post-processor_water.html +++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/post-processor_water.html @@ -16,7 +16,7 @@ Need simpler water - +

                        The Theory

                        @@ -34,7 +34,7 @@ The GameDev.net article describes how those effects are achieved, but the main i

                        - +

                        How Did We Implement it in jME3?

                        @@ -56,7 +56,7 @@ Now we have the rendered scene in a texture, and we can reconstruct the position

                        - +

                        Sample Code

                        @@ -75,7 +75,7 @@ There are two test cases in the jME3 repository:
                        - +

                        Using the Water Filter

                        @@ -108,7 +108,7 @@ Usually you make the water reflect everything attached to the rootNode. But you

                        - +

                        Optional: Waves

                        @@ -128,7 +128,7 @@ public void simpleUpdate(float tpf) { }
                        - +

                        Optional: Water Wave and Color Effects

                        @@ -175,7 +175,7 @@ manager.loadTexture("Textures/wavenormals.png") )This normal water.setNormalScale(0.5f)Sets the normal scaling factors to apply to the normal map. The higher the value, the more small ripples will be visible on the waves.1.0f
                        -
                        +
                        @@ -200,7 +200,7 @@ Vector3f(0.0f, 0.0f,0.2f,1.0f)
                        Water method example Effects: ColorDefault
                        water.setColorExtinction(new Vector3f(10f,20f,30f));Sets At what depth the refraction color extincts. The three values are RGB (red, green, blue) in this order. Play with these parameters to "muddy" the water.Vector3f(5f,20f,30f)
                        -
                        +
                        @@ -211,7 +211,7 @@ Vector3f(0.0f, 0.0f,0.2f,1.0f)
                        Water method example Effects: ShoreDefault
                        water.setUseHQShoreline(false);Renders shoreline with better quality ?true
                        -
                        +
                        @@ -229,7 +229,7 @@ Vector3f(0.0f, 0.0f,0.2f,1.0f) manager.loadTexture("Textures/foam.png") )
                        Water method example Effects: FoamDefault
                        This foam texture will be used with WrapMode.Repeat"Common/MatDefs/Water/Textures/foam.jpg"
                        -
                        +
                        @@ -255,9 +255,9 @@ manager.loadTexture("Textures/foam.png") )
                        Water method example Effects: LightDefault
                        This foam texture w water.setReflectionMapSize(256)Sets the size of the reflection map. The higher, the better the quality, but the slower the effect.512
                        - + - +

                        Sound Effects

                        @@ -281,4 +281,5 @@ See also:
                        +

                        view online version

                        \ No newline at end of file diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/ragdoll.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/ragdoll.html index 41ff62c3f..f0caa1a92 100644 --- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/ragdoll.html +++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/ragdoll.html @@ -12,7 +12,7 @@ The jMonkeyEngine3 has built-in support for

                        Sample Code

                          @@ -23,7 +23,7 @@ The jMonkeyEngine3 has built-in support for

                          Preparing the Physics Game

                            @@ -38,7 +38,7 @@ The jMonkeyEngine3 has built-in support for

                            Creating the Ragdoll

                            @@ -48,7 +48,7 @@ A ragdoll is a simple "person" (dummy) that you build out of cylinder

                            - +

                            Limbs

                            @@ -96,7 +96,7 @@ You now have the outline of a person. But if you ran the application now, the in

                            - +

                            Joints

                            @@ -142,7 +142,7 @@ Now the ragdoll is connected. If you ran the app now, the doll would collapse, b

                            - +

                            Attaching Everything to the Scene

                            @@ -169,7 +169,7 @@ To use the ragdoll in a scene, we attach its main node to the rootNode, and to t bulletAppState.getPhysicsSpace().addAll(ragDoll);
                            - +

                            Applying Forces

                            @@ -185,7 +185,7 @@ We can use the action to pick the doll up and put it back on its feet, or what e

                            - +

                            Detecting Collisions

                            @@ -195,7 +195,7 @@ Read the

                            Best Practices

                            @@ -213,4 +213,5 @@ If you experience weird behaviour in a ragdoll – such as exploding into pieces
                            +

                            view online version

                            \ No newline at end of file diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/remote-controlling_the_camera.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/remote-controlling_the_camera.html index fd2034c45..17aeab092 100644 --- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/remote-controlling_the_camera.html +++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/remote-controlling_the_camera.html @@ -3,7 +3,7 @@
                            - +

                            Positioning the Camera

                            @@ -25,7 +25,7 @@ You can steer the camera using

                            Code Sample

                            flyCam.setEnabled(false);
                            @@ -40,7 +40,7 @@ camNodeSide.setControlDir(ControlDirection.CameraToSpatial);
                             camNodeSide.getControl(0).setEnabled(false);
                            - +

                            Moving the Camera

                            @@ -55,4 +55,5 @@ If desired, attach the camNode to a MotionTrack to let it travel along waypoints
                            +

                            view online version

                            \ No newline at end of file diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/save_and_load.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/save_and_load.html index 1738e0e57..675b13ba3 100644 --- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/save_and_load.html +++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/save_and_load.html @@ -13,7 +13,7 @@ Spatials can contain Nodes, Geometries, and user data (player score, health, inv

                            - +

                            Sample Code

                              @@ -22,7 +22,7 @@ Spatials can contain Nodes, Geometries, and user data (player score, health, inv
                            - +

                            Saving a Node

                            @@ -38,9 +38,9 @@ The following example overrides destroy() to save the rootNode to a
                              /* This is called when the user quits the app. */
                               @Override
                               public void destroy() {
                            -    System.getProperty("user.home");
                            +    String userHome = System.getProperty("user.home");
                                 BinaryExporter exporter = BinaryExporter.getInstance();
                            -    File(userHome+"/MySuperGame/"+"LastSavedGame.j3o");
                            +    File file = new File(userHome+"/MySuperGame/"+"LastSavedGame.j3o");
                                 try {
                                   exporter.save(rootNode, file);
                                 } catch (IOException ex) {
                            @@ -53,7 +53,7 @@ The following example overrides destroy() to save the rootNode to a
                             

                            You can add a timestamp to your saved files:

                            long timestamp = System.currentTimeMillis()/1000;
                            -File(userHome+"/MySuperGame/"+"/SavedGame-"+timestamp+".j3o");
                            +File file = new File(userHome+"/MySuperGame/"+"/SavedGame-"+timestamp+".j3o");

                            @@ -61,7 +61,7 @@ File(userHome+"/MySuperGame/"+"/SavedGame-"+timestamp+&q

                            - +

                            Loading a Node

                            @@ -71,10 +71,10 @@ The following example uses simpleInitApp() to load the last saved game when the

                              @Override
                               public void simpleInitApp() {
                            -    System.getProperty("user.home");
                            +    String userHome = System.getProperty("user.home");
                                 BinaryImporter importer = BinaryImporter.getInstance();
                                 importer.setAssetManager(assetManager);
                            -    File(userHome+"/MySuperGame/"+"LastSavedGame.j3o");
                            +    File file = new File(userHome+"/MySuperGame/"+"LastSavedGame.j3o");
                                 if(file.exists()){
                                   try {
                                     Node loadedNode = (Node)importer.load(file);
                            @@ -94,7 +94,7 @@ The following example uses simpleInitApp() to load the last saved game when the
                             

                            - +

                            Custom Savable Class

                            @@ -184,4 +184,5 @@ To make a custom class savable:

                            +

                            view online version

                            \ No newline at end of file diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/shape.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/shape.html index ea35260a1..01d992918 100644 --- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/shape.html +++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/shape.html @@ -7,7 +7,7 @@ The simplest type of Meshes are the built-in JME Shapes. You can create Shapes w

                            - +

                            3D shapes

                            @@ -54,7 +54,7 @@ The simplest type of Meshes are the built-in JME Shapes. You can create Shapes w
                            - +

                            Non-3D shapes

                              @@ -91,7 +91,7 @@ These maths objects are invisible and are used for collision testing (ray castin

                            - +

                            Usage

                            @@ -141,7 +141,7 @@ The order is important: First arrange around origin, then transform. Otherwise,

                            - +

                            Code Examples

                            @@ -171,4 +171,5 @@ geom.setMaterial(mat); // assign material to geo rootNode.attachChild(geom); // attach geometry to a node
                            +

                            view online version

                            \ No newline at end of file diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/sky.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/sky.html index 6080e249a..7f34dbf27 100644 --- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/sky.html +++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/sky.html @@ -14,7 +14,7 @@ Having a discernable horizon with a suitable landscape (or space, or ocean, or w

                            - +

                            Adding the Sky

                            @@ -52,7 +52,7 @@ Internally, the SkyFactory calls the following methods:
                            - +

                            Creating the Textures

                            @@ -98,4 +98,5 @@ Box or Sphere?
                            +

                            view online version

                            \ No newline at end of file diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/spatial.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/spatial.html index 7789f0b26..008ad78c7 100644 --- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/spatial.html +++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/spatial.html @@ -16,7 +16,7 @@ If you think you need to understand the scene graph concept better, please read

                            - +

                            Node versus Geometry

                            @@ -56,7 +56,7 @@ no mesh, no material. Examples: Box, sphere, player, building, terrain, vehicle, missiles, NPCs, etc… rootNode, guiNode, audioNode, a custom vehicleNode or shipNode with passengers attached, etc.
                            - +

                            You never create a Spatial with Spatial s = new Spatial();! A Spatial is an abstract concept, like a mammal (there is no actual creature called "mammal" walking around here). You either create a Node or a Geometry object. Some methods however require a Spatial argument: This is because they are able to accept both Nodes and Geometries as arguments. In this case, you must cast a Node or Geometry to Spatial. @@ -64,7 +64,7 @@ no mesh, no material.

                            - +

                            Mesh

                            @@ -83,7 +83,7 @@ The polygon Mesh i
                            - +

                            How to Add Fields and Methods to a Spatial

                            @@ -143,7 +143,7 @@ This is how you list all data keys that are already defined for one Spatial: }
                            - +

                            How to Access a Named Sub-Mesh

                            @@ -168,4 +168,5 @@ In the following example, the Node house is the loaded model. The s
                            Geometry submesh = (Geometry) houseScene.getChild("door 12");
                            +

                            view online version

                            \ No newline at end of file diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/swing_canvas.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/swing_canvas.html index 92bcabe79..c08f0f527 100644 --- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/swing_canvas.html +++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/swing_canvas.html @@ -33,7 +33,7 @@ Here is the full

                            Extending SimpleApplication

                            @@ -58,7 +58,7 @@ In short: The first thing that is different is the main() method. W

                            - +

                            Main() and Runnable()

                            @@ -70,7 +70,7 @@ In the SwingCanvasTest's main() method, create a queued runnable(). It will

                              public static void main(String[] args) {
                            -    java.awt.Runnable() {
                            +    java.awt.EventQueue.invokeLater(new Runnable() {
                                   public void run() {
                                      // ... see below ...
                                   }
                            @@ -78,7 +78,7 @@ In the SwingCanvasTest's main() method, create a queued runnable(). It will
                               }
                            - +

                            Creating the Canvas

                            @@ -103,7 +103,7 @@ canvasApplication.setSettings(settings); canvasApplication.createCanvas(); // create canvas! JmeCanvasContext ctx = (JmeCanvasContext) canvasApplication.getContext(); ctx.setSystemListener(canvasApplication); -Dimension(640, 480); +Dimension dim = new Dimension(640, 480); ctx.getCanvas().setPreferredSize(dim);

                            @@ -113,7 +113,7 @@ Note that we have not called start() on the application, as we would usually do

                            - +

                            Creating the Swing Frame

                            @@ -122,7 +122,7 @@ Inside the run() method, you create the Swing window as you would usually do. Cr Which ever you do, let's call the jFrame window.

                            -
                            JFrame("Swing Application");
                            +
                            JFrame window = new JFrame("Swing Application");
                             window.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);

                            @@ -133,7 +133,7 @@ We create a standard JPanel inside the JFrame. Give it any Layout you wish – h The important step is to add() the canvas component into the panel, like all the other Swing components.

                            -
                            FlowLayout()); // a panel
                            +
                            JPanel panel = new JPanel(new FlowLayout()); // a panel
                             // add all your Swing components ...
                             panel.add(new JButton("Some Swing Component"));
                             ...
                            @@ -163,7 +163,7 @@ Clean, build, and run!
                             

                            - +

                            Navigation

                            @@ -177,4 +177,5 @@ Remember, to navigate in the scene, click and drag (!) the mouse, or press the W
                            +

                            view online version

                            \ No newline at end of file diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/terrain.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/terrain.html index f1d3cc587..ab20721e3 100644 --- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/terrain.html +++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/terrain.html @@ -14,7 +14,7 @@ The goal of TerraMonkey is to provide a base implementation that will be usable - +

                            Overview

                            @@ -38,7 +38,7 @@ TerraMonkey is a GeoMipMapping quad tree of terrain tiles that supports real tim
                            - +

                            Current Features:

                              @@ -55,7 +55,7 @@ TerraMonkey is a GeoMipMapping quad tree of terrain tiles that supports real tim
                            - +

                            Planned Features:

                              @@ -66,7 +66,7 @@ TerraMonkey is a GeoMipMapping quad tree of terrain tiles that supports real tim
                            - +

                            Sample Code

                              @@ -83,7 +83,7 @@ TerraMonkey is a GeoMipMapping quad tree of terrain tiles that supports real tim
                            - +

                            Geo Mip Mapping

                            @@ -105,7 +105,7 @@ GeoMipMapping in TerraMonkey has been split into several parts: the terrain quad

                            - +

                            Terrain Quad Tree

                            @@ -115,7 +115,7 @@ TerraMonkey is a quad tree. Each node is a TerrainQuad, and each leaf is a Terra

                            - +

                            Texture Splatting

                            @@ -237,7 +237,7 @@ You can hand-paint Alpha, Diffuse, Glow, and Specular maps in a drawing program,

                            - +

                            Code Sample: Terrain.j3md

                            @@ -306,4 +306,5 @@ PS: As an alternative to an image-based height map, you can also generate a Hill
                            heightmap = new HillHeightMap(1025, 1000, 50, 100, (byte) 3);
                            +

                            view online version

                            \ No newline at end of file diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/terrain_collision.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/terrain_collision.html index 574510237..8d7338d1e 100644 --- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/terrain_collision.html +++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/terrain_collision.html @@ -8,7 +8,7 @@ This tutorial expands the HelloTerrain tutorial and makes the terrain solid. You

                            - +

                            Sample Code

                            package jme3test.helloworld;
                            @@ -214,12 +214,12 @@ Compile and run the code. You should see a terrain. You can use the WASD keys an
                             

                            - +

                            Understanding the Code

                            - +

                            The Terrain Code

                            @@ -237,7 +237,7 @@ Read Hello Te
                            - +

                            The Collision Detection Code

                            @@ -261,7 +261,7 @@ Read Hello
                            - +

                            Combining the Two

                            @@ -291,7 +291,7 @@ You attach the terrain and the first-person player to bulletAppState.getPhysicsSpace().add(player);
                            - +

                            Conclusion

                            @@ -321,4 +321,5 @@ See also:
                            +

                            view online version

                            \ No newline at end of file diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/update_loop.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/update_loop.html index 44069fe26..5d855a9d6 100644 --- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/update_loop.html +++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/update_loop.html @@ -45,7 +45,7 @@ Examples: Here you remote-control NPCs (computer controlled characters), generat - +

                            Usage

                            @@ -71,4 +71,5 @@ There are two strategies how advanced developers can spread out their init and u
                            +

                            view online version

                            \ No newline at end of file diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/vehicles.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/vehicles.html index c70b3b078..b70f7b472 100644 --- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/vehicles.html +++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/vehicles.html @@ -20,7 +20,7 @@ This article shows how you use this vehicle implementation in a jME3 application

                            - +

                            Sample Code

                            @@ -37,7 +37,7 @@ Full code samples are here:
                            - +

                            Overview of this Physics Application

                            @@ -88,7 +88,7 @@ The goal is to create a physical vehicle with wheels that can be steered and tha
                            - +

                            Creating the Vehicle Chassis

                            @@ -141,7 +141,7 @@ We now have a node vehicleNode with a visible "car" geome

                            - +

                            Adding the Wheels

                            @@ -230,7 +230,7 @@ Not shown here is that we also created a Material mat.

                            - +

                            Steering the Vehicle

                            @@ -304,7 +304,7 @@ Remember, the standard input listener code that maps the actions to keys can be

                            - +

                            Detecting Collisions

                            @@ -314,7 +314,7 @@ Read the

                            Best Practices

                            @@ -334,7 +334,7 @@ For a more advanced example, look at
                            diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/walking_character.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/walking_character.html index 676329a44..c8f25ac78 100644 --- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/walking_character.html +++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/walking_character.html @@ -12,7 +12,7 @@ Other games however require a third-person perspective of the character: In thes

                            - +

                            Sample Code

                            @@ -45,7 +45,7 @@ The code in this tutorial is a combination of these samples.

                            - +

                            CharacterControl

                            @@ -101,19 +101,19 @@ Default: 1, because for characters and vehicles, up is typically along the Y axi Use setWalkDirection(Vector3f.ZERO) to stop a directional motion.
                            - +

                            For best practices on how to use setWalkDirection(), see the Navigation Inputs example below.

                            - +

                            Walking Character Demo

                            - +

                            Code Skeleton

                            public class WalkingCharacterDemo extends SimpleApplication
                            @@ -135,7 +135,7 @@ For best practices on how to use setWalkDirection(), see the Naviga
                               public void onAnimChange(AnimControl control, AnimChannel channel, String animName) { }
                            - +

                            Overview

                            @@ -165,7 +165,7 @@ To create a walking character:
                            - +

                            Activate Physics

                            private BulletAppState bulletAppState;
                            @@ -178,7 +178,7 @@ public void simpleInitApp() {
                             }
                            - +

                            Initialize the Scene

                            @@ -221,7 +221,7 @@ Also, add a light source to be able to see the scene. rootNode.addLight(light);
                            - +

                            Create the Animated Character

                            @@ -263,7 +263,7 @@ public void simpleInitApp() {

                            - +

                            Set Up AnimControl and AnimChannels

                            @@ -291,7 +291,7 @@ The attackChannel only controls one arm, while the walking channels controls the

                            - +

                            Add ChaseCam / CameraNode

                            private ChaseCamera chaseCam;
                            @@ -305,7 +305,7 @@ public void simpleInitApp() {
                               ...
                            - +

                            Handle Navigation

                            @@ -428,4 +428,5 @@ public void onAnimChange(AnimControl control, AnimChannel channel, String an
                            +

                            view online version

                            \ No newline at end of file diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/water.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/water.html index 884076eda..4d3087f4e 100644 --- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/water.html +++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/advanced/water.html @@ -21,7 +21,7 @@ Here is some background info for JME3's basic water implementation:

                            - +

                            SimpleWaterProcessor

                            @@ -60,7 +60,7 @@ To achieve a water effect, JME3 uses shaders and a special material, Commo
                            - +

                            Usage

                            @@ -121,7 +121,7 @@ To achieve a water effect, JME3 uses shaders and a special material, Commo
                            - +

                            Sample Code

                            @@ -160,7 +160,7 @@ water.setMaterial(waterProcessor.getMaterial()); rootNode.attachChild(water);
                            - +

                            Settings

                            @@ -209,4 +209,5 @@ You can offer a switch to set the water Material to a static texture – for use

                            +

                            view online version

                            \ No newline at end of file diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/android.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/android.html index 4bed0494d..514e776e9 100644 --- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/android.html +++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/android.html @@ -8,12 +8,12 @@ This is a draft of a feature that is work in progress. If you have questions or

                            - +

                            Requirements

                            - +

                            Developer Requirements

                              @@ -32,7 +32,7 @@ This is a draft of a feature that is work in progress. If you have questions or
                            - +

                            User Requirements

                              @@ -45,12 +45,12 @@ This is a draft of a feature that is work in progress. If you have questions or
                            - +

                            Features

                            - +

                            JMonkeyEngine3 Android Integration

                              @@ -79,7 +79,7 @@ This is a draft of a feature that is work in progress. If you have questions or
                            - +

                            jMonkeyEngine SDK Android Integration

                            @@ -97,7 +97,7 @@ Mobile deployment is a "one-click" option next to Desktop/WebStart/App
                            - +

                            Beta Instructions

                              @@ -229,7 +229,7 @@ Activating the nbandroid plugin in the jMonkeyEngine

                              Android Considerations

                              @@ -253,7 +253,7 @@ You can use the jMonkeyEngine SDK
                              - +

                              Using Android specific functions

                              @@ -275,7 +275,7 @@ Note that you have to build the whole project once to make (new) classes in the

                              - +

                              More Info

                              @@ -299,4 +299,5 @@ The SDK will later provide t
                            +

                            view online version

                            \ No newline at end of file diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/beginner/hello_animation.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/beginner/hello_animation.html index 7310ecf79..c856f73af 100644 --- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/beginner/hello_animation.html +++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/beginner/hello_animation.html @@ -17,7 +17,7 @@ This tutorial shows how to add an animation controller and channels, and how to

                            - +

                            Sample Code

                            package jme3test.helloworld;
                            @@ -80,7 +80,7 @@ public class HelloAnimation extends SimpleApplication
                                 inputManager.addMapping("Walk", new KeyTrigger(KeyInput.KEY_SPACE));
                                 inputManager.addListener(actionListener, "Walk");
                               }
                            -  private ActionListener() {
                            +  private ActionListener actionListener = new ActionListener() {
                                 public void onAction(String name, boolean keyPressed, float tpf) {
                                   if (name.equals("Walk") && !keyPressed) {
                                     if (!channel.getAnimationName().equals("Walk")) {
                            @@ -93,7 +93,7 @@ public class HelloAnimation extends SimpleApplication
                             }
                            - +

                            Creating and Loading Animated Models

                            @@ -122,7 +122,7 @@ Don't forget to add a light source to make the material visible.

                            - +

                            Animation Controler and Channel

                            @@ -152,7 +152,7 @@ After you load the animated model, you register it to the Animation Controller. ...
                            - +

                            Responding to Animation Events

                            @@ -177,7 +177,7 @@ Add implements AnimEventListener to the class declaration. This int }
                            - +

                            Trigger Animations After User Input

                            @@ -221,7 +221,7 @@ Test for each action by name, and set the channel to the corresponding animation
                          1. Optionally, use channel.setTime() to Fast-forward or rewind to a certain moment in time of this animation.
                          2. -
                              private ActionListener() {
                            +
                              private ActionListener actionListener = new ActionListener() {
                                 public void onAction(String name, boolean keyPressed, float tpf) {
                                     if (name.equals("Walk") && !keyPressed) {
                                         if (!channel.getAnimationName().equals("Walk")){
                            @@ -233,7 +233,7 @@ Test for each action by name, and set the channel to the corresponding animation
                               };
                            - +

                            Exercises

                            @@ -251,7 +251,7 @@ Make a mouse click trigger another animation sequence!
                          3. Create a new key trigger mapping and action (see: Hello Input)
                          4. -
                          5. Tip: Do you want to find out what animation sequences are available in the model? Use:
                            for (System.out.println(anim); }
                            +
                          6. Tip: Do you want to find out what animation sequences are available in the model? Use:
                            for (String anim : control.getAnimationNames()) { System.out.println(anim); }
                          7. @@ -302,7 +302,7 @@ Can you identify individual bones in the skeleton?

                            - +

                            Conclusion

                            @@ -332,4 +332,5 @@ See also: +

                            view online version

                            \ No newline at end of file diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/beginner/hello_asset.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/beginner/hello_asset.html index b01c2761d..861ad92d8 100644 --- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/beginner/hello_asset.html +++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/beginner/hello_asset.html @@ -22,7 +22,7 @@ In this tutorial we will learn to load 3-D models and text into the scene graph,

                            - +

                            Code Sample

                            package jme3test.helloworld;
                            @@ -55,7 +55,7 @@ public class HelloAssets extends SimpleApplication {
                                     rootNode.attachChild(teapot);
                              
                                     // Create a wall with a simple texture from test_data
                            -        Box(Vector3f.ZERO, 2.5f,2.5f,1.0f);
                            +        Box box = new Box(Vector3f.ZERO, 2.5f,2.5f,1.0f);
                                     Spatial wall = new Geometry("Box", box );
                                     Material mat_brick = new Material( 
                                         assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
                            @@ -93,7 +93,7 @@ Build and run the code sample. You should see a green Ninja with a colorful teap
                             

                            - +

                            The Asset Manager

                            @@ -132,7 +132,7 @@ This is just a suggested best practice, you can name the directories in the asse

                            - +

                            Loading Textures

                            @@ -141,7 +141,7 @@ This is just a suggested best practice, you can name the directories in the asse Place your textures in a subdirectory of assets/Textures/. Load the texture into the material before you set the Material. The following code sample is from the simpleInitApp() method and loads a simple wall model:

                            // Create a wall with a simple texture from test_data
                            -Box(Vector3f.ZERO, 2.5f,2.5f,1.0f);
                            +Box box = new Box(Vector3f.ZERO, 2.5f,2.5f,1.0f);
                             Spatial wall = new Geometry("Box", box );
                             Material mat_brick = new Material( 
                                 assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
                            @@ -156,7 +156,7 @@ In this case, you 
                             

                            Loading Text and Fonts

                            @@ -179,7 +179,7 @@ guiNode.attachChild(helloText);

                            - +

                            Loading a Model

                            @@ -203,7 +203,7 @@ Note that you do no need to create a Material if you exported the model with a m

                            - +

                            Loading Assets From Custom Paths

                            @@ -233,7 +233,7 @@ JME3 offers ClasspathLocator, ZipLocator, FileLocator, HttpZipLocator, and UrlLo

                            - +

                            Creating Models and Scenes

                            @@ -272,7 +272,7 @@ If you use Blender, export your models as Ogre

                            Model File Formats

                            @@ -317,7 +317,7 @@ If your executable gets a runtime exception, make sure you have converted all mo

                            - +

                            Loading Models and Scenes

                            @@ -346,9 +346,9 @@ rootNode.attachChild(scene);
                            - +
                            - +

                            Excercise - How to Load Assets

                            @@ -453,7 +453,7 @@ Again, you should see the Ninja+wall+teapot standing in a town.
                            - +

                            Conclusion

                            @@ -497,4 +497,5 @@ Let's add some action to the scene and continue with the

                            view online version

                            \ No newline at end of file diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/beginner/hello_audio.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/beginner/hello_audio.html index cadc76217..cc10a73fe 100644 --- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/beginner/hello_audio.html +++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/beginner/hello_audio.html @@ -11,7 +11,7 @@ This tutorial explains how to add 3D sound to a game, and how make sounds play t

                            - +

                            Sample Code

                            package jme3test.helloworld;
                            @@ -43,7 +43,7 @@ public class HelloAudio extends SimpleApplication {
                                 flyCam.setMoveSpeed(40);
                              
                                 /** just a blue box floating in space */
                            -    Box(Vector3f.ZERO, 1, 1, 1);
                            +    Box box1 = new Box(Vector3f.ZERO, 1, 1, 1);
                                 player = new Geometry("Player", box1);
                                 Material mat1 = new Material(assetManager, 
                                         "Common/MatDefs/Misc/Unshaded.j3md");
                            @@ -81,7 +81,7 @@ public class HelloAudio extends SimpleApplication {
                               }
                              
                               /** Defining the "Shoot" action: Play a gun sound. */
                            -  private ActionListener() {
                            +  private ActionListener actionListener = new ActionListener() {
                                 @Override
                                 public void onAction(String name, boolean keyPressed, float tpf) {
                                   if (name.equals("Shoot") && !keyPressed) {
                            @@ -104,7 +104,7 @@ When you run the sample, you should see a blue cube. You should hear a nature-li
                             

                            - +

                            Understanding the Code Sample

                            @@ -122,7 +122,7 @@ Let's have a closer look at initAudio() to learn how to use
                            - +

                            AudioNodes

                            @@ -178,7 +178,7 @@ Here you make audio_nature a positional sound that comes from a certain place. F

                            - +

                            Triggering Sound

                            @@ -196,7 +196,7 @@ Let's have a closer look at initKeys(): As you learned in prev Setting up the ActionListener should also be familiar from previous tutorials. You declare that, when the trigger (the mouse button) is pressed and released, you want to play a gun sound.

                              /** Defining the "Shoot" action: Play a gun sound. */
                            -  private ActionListener() {
                            +  private ActionListener actionListener = new ActionListener() {
                                 @Override
                                 public void onAction(String name, boolean keyPressed, float tpf) {
                                   if (name.equals("Shoot") && !keyPressed) {
                            @@ -210,7 +210,7 @@ Since you want to be able to shoot fast repeatedly, so you do not want to wait f
                             

                            - +

                            Ambient or Situational?

                            @@ -246,7 +246,7 @@ Apart from the looping boolean, another difference is where play()
                          8. The gunshot sound, however, is triggered situationally, once, only as part of the Shoot input action that you defined in the ActionListener.
                              /** Defining the "Shoot" action: Play a gun sound. */
                            -  private ActionListener() {
                            +  private ActionListener actionListener = new ActionListener() {
                                 @Override
                                 public void onAction(String name, boolean keyPressed, float tpf) {
                                   if (name.equals("Shoot") && !keyPressed) {
                            @@ -259,7 +259,7 @@ Apart from the looping boolean, another difference is where play()
                             
                             
                             
                            - +

                            Buffered or Streaming?

                            @@ -277,7 +277,7 @@ Typically, you stream long sounds, and buffer short sounds.

                            - +

                            Play() or PlayInstance()?

                            @@ -294,9 +294,9 @@ Typically, you stream long sounds, and buffer short sounds.
                            The same sound cannot play twice at the same time.The same sounds can play multiple times and overlap.
                            - +
                            - +

                            Your Ear in the Scene

                            @@ -318,7 +318,7 @@ If you don't do that, the results of 3D audio will be quite random.

                            - +

                            Global, Directional, Positional?

                            @@ -345,7 +345,7 @@ In short, you must choose in every situation whether it makes sense for a sound

                            - +

                            Conclusion

                            @@ -380,4 +380,5 @@ See also:
                            +

                            view online version

                            \ No newline at end of file diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/beginner/hello_collision.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/beginner/hello_collision.html index 97fbb4dc3..235cb8f58 100644 --- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/beginner/hello_collision.html +++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/beginner/hello_collision.html @@ -18,7 +18,7 @@ You can use the solution shown here for first-person shooters, mazes, and simila

                            - +

                            Sample Code

                            @@ -187,7 +187,7 @@ Run the sample. You should see a town square with houses and a monument. Use the

                            - +

                            Understanding the Code

                            @@ -230,7 +230,7 @@ Let's have a look at all the details:

                            - +

                            Initializing the Game

                            @@ -254,7 +254,7 @@ As usual, you initialize the game in the simpleInitApp() method.
                            - +

                            The Physics-Controlled Scene

                            @@ -301,7 +301,7 @@ To use collision detection, you add a RigidBodyControl to the sceneModel
                            - +

                            The Physics-Controlled Player

                            @@ -353,7 +353,7 @@ Finally we put the player in its starting position and update its state – reme

                            - +

                            PhysicsSpace

                            @@ -369,7 +369,7 @@ The invisible body of the character just sits there on the physical floor. It ca

                            - +

                            Navigation

                            @@ -387,7 +387,7 @@ In short, you must re-define the flyCam's navigational key mappings to use

                            - +

                            1. inputManager

                            @@ -413,7 +413,7 @@ You can move this block of code into an auxiliary method setupKeys()
                            - +

                            2. onAction()

                            @@ -444,7 +444,7 @@ For all other directions: Every time the user presses one of the WASD keys, you

                            - +

                            3. setWalkDirection()

                            @@ -494,7 +494,7 @@ This is how the walking is triggered:

                            - +

                            Conclusion

                            @@ -535,4 +535,5 @@ Related info:
                            +

                            view online version

                            \ No newline at end of file diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/beginner/hello_effects.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/beginner/hello_effects.html index 74704d139..cb9be34aa 100644 --- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/beginner/hello_effects.html +++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/beginner/hello_effects.html @@ -47,7 +47,7 @@ Particle effects can be animated (e.g. sparks, drops) and static (strands of gra

                            - +

                            Sample Code

                            package jme3test.helloworld;
                            @@ -116,7 +116,7 @@ You should see an explosion that sends debris flying, and a fire.
                             

                            - +

                            Texture Animation and Variation

                            @@ -164,7 +164,7 @@ The fire material is created the same way, just using "Effects/Explosion/fl

                            - +

                            Default Particle Textures

                            @@ -193,14 +193,14 @@ The following particle textures included in test-data.jar. You can Effects/Smoke/Smoke.png 1*15
                            - +

                            Copy them into you assets/Effects directory to use them.

                            - +

                            Creating Custom Textures

                            @@ -246,7 +246,7 @@ Create a grayscale texture in a graphic editor, and save it to your assets

                            - +

                            Emitter Parameters

                            @@ -318,7 +318,7 @@ Vector3f.NAN
                            gravity setGravity() 0,1,0 Whether particles fall down (positive) or fly up (negative). Set to 0f for a zero-g effect where particles keep flying.
                            - +

                            You can find details about effect parameters here. @@ -331,7 +331,7 @@ Add and modify one parameter at a time, and try different values until you get t

                            - +

                            Exercise

                            @@ -351,7 +351,7 @@ Can you "invert" the fire effect into a small waterfall? Here some tip
                            - +

                            Conclusion

                            @@ -374,4 +374,5 @@ Now you move on to another exciting chapter – the simulation of +

                            view online version

                            \ No newline at end of file diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/beginner/hello_input_system.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/beginner/hello_input_system.html index 4218dda97..216b95b64 100644 --- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/beginner/hello_input_system.html +++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/beginner/hello_input_system.html @@ -17,7 +17,7 @@ Every game has its custom keybindings, and this tutorial explains how you define

                            - +

                            Sample Code

                            package jme3test.helloworld;
                            @@ -47,7 +47,7 @@ public class HelloInput extends SimpleApplication {
                              
                               @Override
                               public void simpleInitApp() {
                            -    Box(Vector3f.ZERO, 1, 1, 1);
                            +    Box b = new Box(Vector3f.ZERO, 1, 1, 1);
                                 player = new Geometry("Player", b);
                                 Material mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
                                 mat.setColor("Color", ColorRGBA.Blue);
                            @@ -70,7 +70,7 @@ public class HelloInput extends SimpleApplication {
                              
                               }
                              
                            -  private ActionListener() {
                            +  private ActionListener actionListener = new ActionListener() {
                                 public void onAction(String name, boolean keyPressed, float tpf) {
                                   if (name.equals("Pause") && !keyPressed) {
                                     isRunning = !isRunning;
                            @@ -112,7 +112,7 @@ Build and run the example.
                             
                             
                             
                            - +

                            Defining Mappings and Triggers

                            @@ -172,7 +172,7 @@ This code goes into the simpleInitApp() method. But since we will l

                            - +

                            Implementing the Actions

                            @@ -199,7 +199,7 @@ In this example, we trigger the following actions:
                          9. We also want to check the boolean isRunning before any action (other than unpausing) is executed.
                          10. -
                              private ActionListener() {
                            +
                              private ActionListener actionListener = new ActionListener() {
                                 public void onAction(String name, boolean keyPressed, float tpf) {
                                   if (name.equals("Pause") && !keyPressed) {
                                     isRunning = !isRunning;
                            @@ -267,7 +267,7 @@ It's okay to use only one of the two Listeners, and not implement the other
                             

                            - +

                            Analog, Pressed, or Released?

                            @@ -318,7 +318,7 @@ Mappings registered to the ActionListener are digital either-or }
                            - +

                            Table of Triggers

                            @@ -354,14 +354,14 @@ You can find the list of input constants in the files src/core/com/jme3/in KeyTrigger(KeyInput.KEY_LEFT), KeyTrigger(KeyInput.KEY_RIGHT)
                            - +

                            Tip: If you don't recall an input constant during development, you benefit from an IDE's code completion functionality: Place the caret after e.g. KeyInput.| and trigger code completion to select possible input identifiers.

                            - +

                            Exercises

                              @@ -381,7 +381,7 @@ inputManager.addMapping("Pause", new KeyTrigger(usersPauseKey
                            - +

                            Conclusion

                            @@ -403,4 +403,5 @@ Now you can already write a little interactive game! But wouldn't it be coo
                            +

                            view online version

                            \ No newline at end of file diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/beginner/hello_main_event_loop.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/beginner/hello_main_event_loop.html index c3b6bdf24..d8084eeef 100644 --- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/beginner/hello_main_event_loop.html +++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/beginner/hello_main_event_loop.html @@ -13,7 +13,7 @@ Now that you know how to load assets, such as 3D models, you want to implement s

                            - +

                            Code Sample

                            package jme3test.helloworld;
                            @@ -39,7 +39,7 @@ public class HelloLoop extends SimpleApplication {
                                 @Override
                                 public void simpleInitApp() {
                              
                            -        Box(Vector3f.ZERO, 1, 1, 1);
                            +        Box b = new Box(Vector3f.ZERO, 1, 1, 1);
                                     player = new Geometry("blue cube", b);
                                     Material mat = new Material(assetManager,
                                       "Common/MatDefs/Misc/Unshaded.j3md");
                            @@ -61,7 +61,7 @@ Build and run the file: You see a constantly rotating cube.
                             

                            - +

                            Understanding the Code

                            @@ -83,7 +83,7 @@ Now have a closer look at the simpleUpdate() method – this is the
                            - +

                            Using the Update Loop

                            @@ -108,7 +108,7 @@ A rotating object is just a simple example. In the update loop, you typically ha
                            - +

                            Init - Update - Render

                            @@ -155,7 +155,7 @@ Keep this in mind for later when your application grows.

                            - +

                            Exercises

                            @@ -182,7 +182,7 @@ Look back at the
                            - +

                            Conclusion

                            @@ -214,4 +214,5 @@ See also:
                            +

                            view online version

                            \ No newline at end of file diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/beginner/hello_material.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/beginner/hello_material.html index 81bb44267..3bfcd67c4 100644 --- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/beginner/hello_material.html +++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/beginner/hello_material.html @@ -14,7 +14,7 @@ The term Material includes everything that influences what the surface of a 3D m

                            - +

                            Sample Code

                            package jme3test.helloworld;
                            @@ -45,7 +45,7 @@ public class HelloMaterial extends SimpleApplication {
                               @Override
                               public void simpleInitApp() {
                                 /** A simple textured cube -- in good MIP map quality. */
                            -    Box(new Vector3f(-3f,1.1f,0f), 1f,1f,1f);
                            +    Box boxshape1 = new Box(new Vector3f(-3f,1.1f,0f), 1f,1f,1f);
                                 Geometry cube = new Geometry("My Textured Box", boxshape1);
                                 Material mat_stl = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
                                 Texture tex_ml = assetManager.loadTexture("Interface/Logo/Monkey.jpg");
                            @@ -54,7 +54,7 @@ public class HelloMaterial extends SimpleApplication {
                                 rootNode.attachChild(cube);
                              
                                 /** A translucent/transparent texture, similar to a window frame. */
                            -    Box(new Vector3f(0f,0f,0f), 1f,1f,0.01f);
                            +    Box boxshape3 = new Box(new Vector3f(0f,0f,0f), 1f,1f,0.01f);
                                 Geometry window_frame = new Geometry("window frame", boxshape3);
                                 Material mat_tt = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
                                 mat_tt.setTexture("ColorMap", assetManager.loadTexture("Textures/ColoredTex/Monkey.png"));
                            @@ -66,7 +66,7 @@ public class HelloMaterial extends SimpleApplication {
                                 rootNode.attachChild(window_frame);
                              
                                 /** A cube with base color "leaking" through a partially transparent texture */
                            -    Box(new Vector3f(3f,-1f,0f), 1f,1f,1f);
                            +    Box boxshape4 = new Box(new Vector3f(3f,-1f,0f), 1f,1f,1f);
                                 Geometry cube_leak = new Geometry("Leak-through color cube", boxshape4);
                                 Material mat_tl = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
                                 mat_tl.setTexture("ColorMap", assetManager.loadTexture("Textures/ColoredTex/Monkey.png"));
                            @@ -116,7 +116,7 @@ Move around with the WASD keys to have a closer look at the translucency, and th
                             

                            - +

                            Simple Unshaded Texture

                            @@ -125,7 +125,7 @@ Move around with the WASD keys to have a closer look at the translucency, and th Typically you want to give objects in your scene textures: It can be rock, grass, brick, wood, water, metal, paper… A texture is a normal image file in JPG or PNG format. In this example, you create a box with a simple unshaded Monkey texture as material.

                                /** A simple textured cube. */
                            -    Box(new Vector3f(-3f,1.1f,0f), 1f,1f,1f);
                            +    Box boxshape1 = new Box(new Vector3f(-3f,1.1f,0f), 1f,1f,1f);
                                 Geometry cube = new Geometry("My Textured Box", boxshape1);
                                 Material mat_stl = new Material(assetManager, 
                                     "Common/MatDefs/Misc/Unshaded.j3md");
                            @@ -150,7 +150,7 @@ The ColorMap is the typical material layer where textures go.
                            - +

                            Transparent Unshaded Texture

                            @@ -171,7 +171,7 @@ For a partially translucent/transparent texture, you need:
                                /** A translucent/transparent texture. */
                            -    Box(new Vector3f(0f,0f,0f), 1f,1f,0.01f);
                            +    Box boxshape3 = new Box(new Vector3f(0f,0f,0f), 1f,1f,0.01f);
                                 Geometry seethrough = new Geometry("see-through box", boxshape3);
                                 Material mat_tt = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
                                 mat_tt.setTexture("ColorMap", assetManager.loadTexture("Textures/ColoredTex/Monkey.png"));
                            @@ -207,7 +207,7 @@ The ColorMap is the material layer where textures go. This 
                             

                            Shininess and Bumpiness

                            @@ -274,7 +274,7 @@ Remember that any Lighting.j3md-based material requires a light source, as shown

                            - +

                            Default Material Definitions

                            @@ -299,19 +299,19 @@ DiffuseMap, NormalMap, SpecularMap : Texture2D
                            Shininess : Float
                            - +

                            For a game, you create custom Materials based on these existing MaterialDefintions – as you have just seen in the example with the shiny rock's material.

                            - +

                            Exercises

                            - +

                            Exercise 1: Custom .j3m Material

                            @@ -364,7 +364,7 @@ Using this new custom material LeakThrough.j3m only takes one line.

                            - +

                            Exercise 2: Bumpiness and Shininess

                            @@ -394,7 +394,7 @@ Go back to the bumpy rock sample above:
                            - +

                            Conclusion

                            @@ -444,4 +444,5 @@ See also
                            +

                            view online version

                            \ No newline at end of file diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/beginner/hello_node.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/beginner/hello_node.html index e5ff85595..29d7036ea 100644 --- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/beginner/hello_node.html +++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/beginner/hello_node.html @@ -37,7 +37,7 @@ You will learn that the scene graph represents the 3D world, and why the rootNod

                            - +

                            Code Sample

                            package jme3test.helloworld;
                            @@ -64,7 +64,7 @@ public class HelloNode extends SimpleApplication {
                                 public void simpleInitApp() {
                              
                                     /** create a blue box at coordinates (1,-1,1) */
                            -        Box( new Vector3f(1,-1,1), 1,1,1);
                            +        Box box1 = new Box( new Vector3f(1,-1,1), 1,1,1);
                                     Geometry blue = new Geometry("Box", box1);
                                     Material mat1 = new Material(assetManager, 
                                             "Common/MatDefs/Misc/Unshaded.j3md");
                            @@ -72,7 +72,7 @@ public class HelloNode extends SimpleApplication {
                                     blue.setMaterial(mat1);
                              
                                     /** create a red box straight above the blue one at (1,3,1) */
                            -        Box( new Vector3f(1,3,1), 1,1,1);
                            +        Box box2 = new Box( new Vector3f(1,3,1), 1,1,1);
                                     Geometry red = new Geometry("Box", box2);
                                     Material mat2 = new Material(assetManager, 
                                             "Common/MatDefs/Misc/Unshaded.j3md");
                            @@ -96,7 +96,7 @@ Build and run the code sample. You should see two colored boxes tilted at the sa
                             

                            - +

                            Understanding the Terminology

                            @@ -125,7 +125,7 @@ In this tutorial, you learn some new terms: Position/move, turn, or resize an objectTranslate, rotate, scale an object. Transform an object.
                            - +

                            Every JME3 application has a rootNode: Your game automatically inherits the rootNode object from SimpleApplication. Everything attached to the rootNode is part of the scene graph. The elements of the scene graph are Spatials. @@ -152,9 +152,9 @@ Every JME3 application has a rootNode: Your game automatically inherits the Examples: A box, a sphere, a player, a building, a piece of terrain, a vehicle, missiles, NPCs, etc… The rootNode, a floor node grouping several terrains, a custom vehicle-with-passengers node, a player-with-weapon node, an audio node, etc… - + - +

                            Understanding the Code

                            @@ -174,7 +174,7 @@ What happens in the code snippet? You use the simpleInitApp() metho
                          11. Create a blue material.
                          12. -
                          13. Apply the blue material to the Box Geometry.
                                Box( new Vector3f(1,-1,1), 1,1,1);
                            +
                          14. Apply the blue material to the Box Geometry.
                                Box box1 = new Box( new Vector3f(1,-1,1), 1,1,1);
                                 Geometry blue = new Geometry("Box", box1);
                                 Material mat1 = new Material(assetManager,
                                   "Common/MatDefs/Misc/Unshaded.j3md");
                            @@ -194,7 +194,7 @@ What happens in the code snippet? You use the simpleInitApp() metho
                             
                          15. Create a red material.
                          16. -
                          17. Apply the red material to the Box Geometry.
                                Box( new Vector3f(1,3,1), 1,1,1);
                            +
                          18. Apply the red material to the Box Geometry.
                                Box box2 = new Box( new Vector3f(1,3,1), 1,1,1);
                                 Geometry red = new Geometry("Box", box2);
                                 Material mat2 = new Material(assetManager,
                                   "Common/MatDefs/Misc/Unshaded.j3md");
                            @@ -240,7 +240,7 @@ If you run the app with only the code up to here, you see two cubes: A red cube
                             
                             
                             
                            - +

                            What is a Pivot Node?

                            @@ -259,7 +259,7 @@ You can transform (e.g. rotate) Geometries around their own center, or around a
                            - +

                            How do I Populate the Scenegraph?

                            @@ -267,7 +267,7 @@ You can transform (e.g. rotate) Geometries around their own center, or around a -
                            Task…? Solution!
                            Create a Spatial Create a shape, wrap it into a Geometry, and give it a Material. For example:
                            Box(Vector3f.ZERO, 1, 1, 1);
                            +		
                            Create a Spatial Create a shape, wrap it into a Geometry, and give it a Material. For example:
                            Box mesh = new Box(Vector3f.ZERO, 1, 1, 1);
                             Geometry thing = new Geometry("thing", mesh);
                             Material mat = new Material(assetManager,
                                "Common/MatDefs/Misc/ShowNormals.j3md");
                            @@ -293,9 +293,9 @@ thing.setMaterial(mat);
                            Specify what should be loaded at the start Everything you initialize and attach to the rootNode in the simpleInitApp() method is part of the scene at the start of the game.
                            - +
                            - +

                            How do I Transform Spatials?

                            @@ -319,7 +319,7 @@ To move a Spatial to specific coordinates, such as (0,40.2f,-2), use: < +right -left+up -down+forward -backward
                            -
                            +
                            @@ -331,7 +331,7 @@ To scale a Spatial 10 times longer, one tenth the height, and keep the same widt
                            Scaling resizes Spatials X-axis Y-axis Z-axis
                            lengthheightwidth
                            -
                            +
                            @@ -347,9 +347,9 @@ To roll an object 180° around the z axis:
                            thing.rotate( 0f , 0f , 180*
                             
                            Rotation turns Spatials X-axis Y-axis Z-axis
                            pitch = nodding your headyaw = shaking your headroll = cocking your head
                            - +
                          19. - +

                            How do I Troubleshoot Spatials?

                            @@ -378,9 +378,9 @@ Did you rotate around the right axis? A Geometry has an unexpected Color or Material. Did you reuse a Material from another Geometry and have inadvertently changed its properties? (If so, consider cloning it: mat2 = mat.clone(); )
                            - +
                          20. - +

                            How do I Add Custom Data to Spatials?

                            @@ -413,7 +413,7 @@ By using different Strings keys (here the key is pivot id), you can

                            - +

                            Conclusion

                            @@ -435,4 +435,5 @@ Since standard shapes like spheres and boxes get old fast, continue with the nex
                          21. +

                            view online version

                            \ No newline at end of file diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/beginner/hello_physics.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/beginner/hello_physics.html index 048459f9a..c3b8ed4cb 100644 --- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/beginner/hello_physics.html +++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/beginner/hello_physics.html @@ -39,7 +39,7 @@ All these physical properties can be simulated in JME3. Let's have a look a

                            - +

                            Sample Code

                            @@ -136,7 +136,7 @@ public class HelloPhysics extends SimpleApplication { * Every time the shoot action is triggered, a new cannon ball is produced. * The ball is set up to fly from the camera position in the camera direction. */ - private ActionListener() { + private ActionListener actionListener = new ActionListener() { public void onAction(String name, boolean keyPressed, float tpf) { if (name.equals("shoot") && !keyPressed) { makeCannonBall(); @@ -246,7 +246,7 @@ You should see a brick wall. Click to shoot cannon balls. Watch the bricks fall

                            - +

                            A Basic Physics Application

                            @@ -274,12 +274,12 @@ The BulletAppState gives the game access to a PhysicsSpace. The PhysicsSpace let

                            - +

                            Creating Bricks and Cannon Balls

                            - +

                            Geometries

                            @@ -308,7 +308,7 @@ In this "shoot at the wall" example, you use Geometries such as cannon }
                            - +

                            RigidBodyControl: Brick

                            @@ -370,7 +370,7 @@ This code sample does the following:
                            - +

                            RigidBodyControl: Cannonball

                            @@ -433,7 +433,7 @@ Since you are shooting cannon balls, the last line accelerates the ball in the d

                            - +

                            RigidBodyControl: Floor

                            @@ -488,7 +488,7 @@ This code sample does the following:
                            - +

                            Creating the Scene

                            @@ -513,7 +513,7 @@ These methods are each called once from the simpleInitApp() method

                            - +

                            The Cannon Ball Shooting Action

                            @@ -530,7 +530,7 @@ In the initInputs() method, you add an input mapping that triggers

                            You define the actual action of shooting a new cannon ball as follows:

                            -
                                private ActionListener() {
                            +
                                private ActionListener actionListener = new ActionListener() {
                                     public void onAction(String name, boolean keyPressed, float tpf) {
                                         if (name.equals("shoot") && !keyPressed) {
                                             makeCannonBall();
                            @@ -543,7 +543,7 @@ In the moment the cannonball appears in the scene, it flies off with the velocit
                             

                            - +

                            Moving a Physical Spatial

                            @@ -570,12 +570,12 @@ Learn more about static versus kinematic versus dynamic in the

                            Excercises

                            - +

                            Exercise 1: Debug Shapes

                            @@ -592,7 +592,7 @@ Now you see the collisionShapes of the bricks and spheres, and the floor highlig

                            - +

                            Exercise 2: No Mo' Static

                            @@ -602,7 +602,7 @@ What happens if you give a static node, such as the floor, a mass of more than 0

                            - +

                            Exercise 3: Behind the Curtain

                            @@ -620,7 +620,7 @@ Using physics everywhere in a game sounds like a cool idea, but it is easily ove

                            - +

                            Conclusion

                            @@ -644,4 +644,5 @@ You have learned how to activate the jBullet PhysicsSpace in an application by a
                            +

                            view online version

                            \ No newline at end of file diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/beginner/hello_picking.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/beginner/hello_picking.html index 6b76ad26f..92123e620 100644 --- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/beginner/hello_picking.html +++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/beginner/hello_picking.html @@ -25,7 +25,7 @@ This tutorial relies on what you have learned in the

                            Sample Code

                            package jme3test.helloworld;
                            @@ -86,7 +86,7 @@ public class HelloPicking extends SimpleApplication {
                                 inputManager.addListener(actionListener, "Shoot");
                               }
                               /** Defining the "Shoot" action: Determine what was hit and how to respond. */
                            -  private ActionListener() {
                            +  private ActionListener actionListener = new ActionListener() {
                              
                                 public void onAction(String name, boolean keyPressed, float tpf) {
                                   if (name.equals("Shoot") && !keyPressed) {
                            @@ -123,7 +123,7 @@ public class HelloPicking extends SimpleApplication {
                              
                               /** A cube object for target practice */
                               protected Geometry makeCube(String name, float x, float y, float z) {
                            -    Box(new Vector3f(x, y, z), 1, 1, 1);
                            +    Box box = new Box(new Vector3f(x, y, z), 1, 1, 1);
                                 Geometry cube = new Geometry(name, box);
                                 Material mat1 = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
                                 mat1.setColor("Color", ColorRGBA.randomColor());
                            @@ -133,7 +133,7 @@ public class HelloPicking extends SimpleApplication {
                              
                               /** A floor to show that the "shot" can go through several objects. */
                               protected Geometry makeFloor() {
                            -    Box(new Vector3f(0, -4, -5), 15, .2f, 15);
                            +    Box box = new Box(new Vector3f(0, -4, -5), 15, .2f, 15);
                                 Geometry floor = new Geometry("the Floor", box);
                                 Material mat1 = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
                                 mat1.setColor("Color", ColorRGBA.Gray);
                            @@ -186,7 +186,7 @@ Keep an eye on the application's output stream, it will give you more detai
                             

                            - +

                            Understanding the Helper Methods

                            @@ -220,7 +220,7 @@ In this example, we attached all "shootable" objects to one custom nod

                            - +

                            Understanding Ray Casting for Hit Testing

                            @@ -252,12 +252,12 @@ Here is our simple ray casting algorithm for picking objects:
                            - +

                            Implementing Hit Testing

                            - +

                            Loading the scene

                            @@ -285,7 +285,7 @@ First initialize some shootable nodes and attach them to the scene. You will use }
                            - +

                            Setting Up the Input Listener

                            @@ -303,7 +303,7 @@ Next you declare the shooting action. It can be triggered either by clicking, or }
                            - +

                            Picking Action Using Crosshairs

                            @@ -329,7 +329,7 @@ Next we implement the ActionListener that responds to the Shoot trigger with an Note how it prints a lot of output to show you which hits were registered.

                              /** Defining the "Shoot" action: Determine what was hit and how to respond. */
                            -  private ActionListener() {
                            +  private ActionListener actionListener = new ActionListener() {
                                 @Override
                                 public void onAction(String name, boolean keyPressed, float tpf) {
                                   if (name.equals("Shoot") && !keyPressed) {
                            @@ -369,7 +369,7 @@ Note how it prints a lot of output to show you which hits were registered.
                             

                            - +

                            Picking Action Using Mouse Pointer

                            @@ -410,7 +410,7 @@ Note that since you now use the mouse for picking, you can no longer use it to r

                            - +

                            Exercises

                            @@ -421,7 +421,7 @@ Modify the code sample to solve these exercises:

                            - +

                            Exercise 1: Magic Spell

                            @@ -448,7 +448,7 @@ Here are some tips:
                            - +

                            Exercise 2: Shoot a Character

                            @@ -462,7 +462,7 @@ Shooting boxes isn't very exciting – can you add code that loads and posi
                            - +

                            Exercise 3: Pick up into Inventory

                            @@ -488,7 +488,7 @@ Change the code as follows to simulate the player picking up objects into the in
                            - +

                            Conclusion

                            @@ -539,4 +539,5 @@ See also:
                            +

                            view online version

                            \ No newline at end of file diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/beginner/hello_simpleapplication.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/beginner/hello_simpleapplication.html index d58667a43..62b2b5822 100644 --- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/beginner/hello_simpleapplication.html +++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/beginner/hello_simpleapplication.html @@ -21,7 +21,7 @@ OK, let's get ready to create our first jMonkeyEngine3 application.

                            - +

                            Create a Project

                            @@ -55,7 +55,7 @@ If you have questions, read more about

                            Write a SimpleApplication

                            @@ -85,7 +85,7 @@ The SDK creates the file Hel

                            - +

                            Sample Code

                            @@ -114,7 +114,7 @@ public class HelloJME3 extends SimpleApplication {   @Override public void simpleInitApp() { - Box(Vector3f.ZERO, 1, 1, 1); // create cube shape at the origin + Box b = new Box(Vector3f.ZERO, 1, 1, 1); // create cube shape at the origin Geometry geom = new Geometry("Box", b); // create cube geometry from the shape Material mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md"); // create a simple material @@ -143,7 +143,7 @@ Congratulations! Now let's find out how it works!

                            - +

                            Understanding the Code

                            @@ -153,7 +153,7 @@ The code above has initialized the scene, and started the application.

                            - +

                            Start the SimpleApplication

                            @@ -188,7 +188,7 @@ This code opens your application window. Let's learn how you put something

                            - +

                            Understanding the Terminology

                            @@ -211,14 +211,14 @@ This code opens your application window. Let's learn how you put something
                            You want the cube to appear in the center.I create the Box at the origin = at Vector3f.ZERO.
                            - +

                            If you are unfamiliar with the vocabulary, read more about the Scene Graph here.

                            - +

                            Initialize the Scene

                            @@ -234,7 +234,7 @@ Look at rest of the code sample. The simpleInitApp() method is auto The initialization code of a blue cube looks as follows:

                                public void simpleInitApp() {
                            -        Box(Vector3f.ZERO, 1, 1, 1); // create a 1x1x1 box shape at the origin
                            +        Box b = new Box(Vector3f.ZERO, 1, 1, 1); // create a 1x1x1 box shape at the origin
                                     Geometry geom = new Geometry("Box", b);  // create a cube geometry from the box shape
                                     Material mat = new Material(assetManager,
                                       "Common/MatDefs/Misc/Unshaded.j3md");  // create a simple material
                            @@ -288,7 +288,7 @@ A typical JME3 game has the following initialization process:
                             
                             
                             
                            - +

                            Conclusion

                            @@ -349,4 +349,5 @@ See also:
                            +

                            view online version

                            \ No newline at end of file diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/beginner/hello_terrain.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/beginner/hello_terrain.html index 3b2ce8e84..f3f74196e 100644 --- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/beginner/hello_terrain.html +++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/beginner/hello_terrain.html @@ -20,7 +20,7 @@ Note: If you get an error when trying to create your ImageBasedHeightMap object,

                            - +

                            Sample Code

                            package jme3test.helloworld;
                            @@ -117,7 +117,7 @@ When you run this sample you should see a landscape with dirt mountains, grass p
                             

                            - +

                            What is a Heightmap?

                            @@ -171,7 +171,7 @@ In a real game, you will want to use more complex and smoother terrains than the

                            - +

                            Looking at the Heightmap Code

                            @@ -226,7 +226,7 @@ It requires an image from a JME Texture.
                            heightmap.load(); - +

                            What is Texture Splatting?

                            @@ -294,7 +294,7 @@ Now you start painting the texture:

                            - +

                            Looking at the Texturing Code

                            @@ -350,7 +350,7 @@ Use setWrap(WrapMode.Repeat) to make the small texture fill the wid

                            - +

                            What is a Terrain?

                            @@ -388,7 +388,7 @@ Create a TerrainQuad with the following arguments:
                            - +

                            Looking at the Terrain Code

                            @@ -423,7 +423,7 @@ You have created the terrain object.

                            - +

                            What is LOD (Level of Detail)?

                            @@ -439,12 +439,12 @@ Close parts of the terrain are rendered in full detail. Terrain parts that are f

                            - +

                            Exercises

                            - +

                            Exercise 1: Texture Layers

                            @@ -463,7 +463,7 @@ You see it's easier to swap layers in the code, than to change the colors i

                            - +

                            Exercise 2: Randomized Terrains

                            @@ -519,7 +519,7 @@ try {

                            - +

                            Exercise 3: Solid Terrains

                            @@ -529,7 +529,7 @@ Can you combine what you learned here and in

                            Conclusion

                            @@ -560,4 +560,5 @@ See also:
                            +

                            view online version

                            \ No newline at end of file diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/build_jme3_sources_with_netbeans.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/build_jme3_sources_with_netbeans.html index 5e538a7ad..6ff28f5e0 100644 --- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/build_jme3_sources_with_netbeans.html +++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/build_jme3_sources_with_netbeans.html @@ -12,7 +12,7 @@ Note: In the following, always replace "~" with the path to your home

                            - +

                            Downloading the Sources

                            @@ -64,7 +64,7 @@ For a detailed description of the separate jar files see

                            Build and Run

                            @@ -103,7 +103,7 @@ Tips:
                            - +

                            Optional: Javadoc Popups and Source Navigation in NetBeans

                            @@ -159,4 +159,5 @@ Sources used:

                            view online version

                            \ No newline at end of file diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/external/blender.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/external/blender.html index f68c8aab7..13f15fe1d 100644 --- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/external/blender.html +++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/external/blender.html @@ -7,7 +7,7 @@ This section discusses how to create and import models from Blender3D (2.62+, se

                            - +

                            Asset Management

                            @@ -16,7 +16,7 @@ For the managing of assets in general, be sure to read the

                            Creation Process

                            @@ -88,4 +88,5 @@ Also check out these videos and resources:
                            +

                            view online version

                            \ No newline at end of file diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/faq.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/faq.html index bb0403100..eebc1c900 100644 --- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/faq.html +++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/faq.html @@ -3,12 +3,12 @@
                            - +

                            I want to create and configure a jME3 Application

                            - +

                            How do I start with a preconfigured game?

                            @@ -20,13 +20,13 @@ Extend com.jme3.app.SimpleApplication.

                            - +

                            How do I change the background color?

                            viewPort.setBackgroundColor(ColorRGBA.Blue);
                            - +

                            Can I customize the SimpleApplication class?

                            @@ -38,7 +38,7 @@ Yes! For your own games, you create a custom base class that extends - +

                            How can I switch between screens or states?

                            @@ -50,7 +50,7 @@ You should break app your application logic into components by spreading it out

                            - +

                            How do I pause/unpause a game?

                            @@ -62,7 +62,7 @@ You split up your application into several AppStates and implement the setEnable

                            - +

                            How do I disable logger output to the console?

                            @@ -86,7 +86,7 @@ For the release, switch the severity level of the default logger to print only S

                            - +

                            Why does the executable crash with "Cannot locate resource"?

                            @@ -98,12 +98,12 @@ Make sure to only load() models converted to .j3o binary format, not the origina

                            - +

                            I want to load my scene

                            - +

                            How do I make objects appear / disappear in the 3D scene?

                            @@ -128,7 +128,7 @@ Optionally, you can control whether the engine culls an object always or never.

                            - +

                            Why do I get AssetNotFoundException when loading X ?

                            @@ -154,7 +154,7 @@ this.assetManager.registerLocator("town.zip", ZipLocator.class)

                            - +

                            How do I Create 3-D models, textures, sounds?

                            @@ -169,7 +169,7 @@ You create sounds in an audio editor, for example, Audacity, and export them as

                            - +

                            How do I load a 3-D model into the scene?

                            @@ -189,7 +189,7 @@ Spatial ninja = assetManager.loadModel("Models/Ninja/Ninja.j3o"

                            - +

                            How do initialize the scene?

                            @@ -200,12 +200,12 @@ Use the simpleInitApp() method in SimpleApplication (or initApp() in Application

                            - +

                            I want to transform objects in the scene

                            - +

                            How do I move or turn or resize a spatial?

                            @@ -221,7 +221,7 @@ To move or turn or resize a spatial you use transformations. You can concatenate

                            - +

                            How do I make a spatial move by itself?

                            @@ -234,7 +234,7 @@ Change the geometry's translation (position) live in the update loop using

                            - +

                            How do I access a named sub-mesh in Model?

                            Geometry result = spatial.getName().startsWith(name);
                            @@ -245,7 +245,7 @@ Change the geometry's translation (position) live in the update loop using

                            - +

                            How do I make procedural or custom shapes?

                            @@ -256,12 +256,12 @@ You can programmatically create com.jme3.scene.Mesh'es.

                            - +

                            I want to change the surface of objects in the scene

                            - +

                            Why is my UV wrapping / texture appearance all wrong?

                            @@ -279,7 +279,7 @@ You can set the boolean value in the constructor of TextureKey to flipped or not
                              material.setTexture("ColorMap", this.assetManager.loadTexture(new TextureKey("myTexture.jpg", false)));
                            - +

                            How do I scale, mirror, or wrap a texture?

                            @@ -297,7 +297,7 @@ You can choose among various com.jme3.texture.Texture.WrapModes for
                            material.getTextureParam("DiffuseMap").getTextureValue().setWrap(WrapMode.Repeat);
                            - +

                            How do I change color or shininess of an material?

                            @@ -310,7 +310,7 @@ Use the AssetManager to load Materials, and change material settings.

                            - +

                            How do I make a surface wood, stone, metal, etc?

                            @@ -323,7 +323,7 @@ Create Textures as image files. Use the AssetManager to load a Material and use

                            - +

                            Why are materials too bright, too dark, or flickering?

                            @@ -332,7 +332,7 @@ If you use a lit material (based on Lighting.j3md) then you must attach a light

                            - +

                            How do I make geometries cast a shadow?

                            @@ -345,7 +345,7 @@ Use com.jme3.shadow.BasicShadowRenderer together with com.jme3.light.Directional

                            - +

                            How do I make materials transparent?

                            @@ -361,7 +361,7 @@ Assign a texture with an alpha channel to a Material and set the Material's

                            - +

                            How do I force or disable backface culling?

                            @@ -372,7 +372,7 @@ You can switch the com.jme3.material.RenderState.FaceCullMode to Back, Front, Fr
                            material.getAdditionalRenderState().setFaceCullMode(FaceCullMode.FrontAndBack);
                            - +

                            Can I draw only an outline of the scene?

                            @@ -388,12 +388,12 @@ Create a material and switch its renders state to wireframe.

                            - +

                            I want to control the camera

                            - +

                            How do I switch between third-person and first-person view ?

                            @@ -415,18 +415,18 @@ chaseCam = new ChaseCamera(cam, spatial, inputManager);
                            - +

                            How do I increase camera speed?

                            flyCam.setMoveSpeed(50f);
                            - +

                            Actions, Interactions, Physics

                            - +

                            How do I implement game logic / game mechanics?

                            @@ -437,7 +437,7 @@ Use Controls to define the behaviour of types of Spatials. Use Application State

                            - +

                            How do I let players interact via keyboard?

                            @@ -448,7 +448,7 @@ Use com.jme3.input.KeyInput and a Input Listener.

                            - +

                            How do I let players interact by clicking?

                            @@ -461,7 +461,7 @@ Players typically click the mouse to pick up objects, to open doors, to shoot a

                            - +

                            How do I animate characters?

                            @@ -474,7 +474,7 @@ Create an animated OgreMesh model with bones in a 3-D mesh editor (e.g. Blender)

                            - +

                            How do I keep players from falling through walls and floors?

                            @@ -485,7 +485,7 @@ Use collision detection. The most common solution is to use jme's physics i

                            - +

                            How do I make balls/wheels/etc bounce and roll?

                            @@ -498,7 +498,7 @@ Add physics controls to Spatials and give them spherical or cylindrical bounding

                            - +

                            How do I debug weird Physics behaviour?

                            @@ -508,7 +508,7 @@ Maybe your collision shapes overlap – or they are not where you think they are
                            bulletAppState.getPhysicsSpace().enableDebug(assetManager);
                            - +

                            How do I make a walking character?

                            @@ -521,7 +521,7 @@ Code samples:

                            How do I steer vehicles?

                            @@ -534,7 +534,7 @@ Code samples:

                            Can objects swing like a pendulums, chains, ropebridges?

                            @@ -546,12 +546,12 @@ Use a PhysicsControl's hinges and joints.

                            - +

                            Default GUI Display

                            - +

                            What are these FPS/Objects/Vertices/Triangles statistics?

                            @@ -563,7 +563,7 @@ At the bottom left of every default SimpleGame, you see the

                            How do I get rid of the FPS/Objects statistics?

                            @@ -582,7 +582,7 @@ setDisplayStatView(false); // to hide the statistics

                            - +

                            How do I display score, health, mini-maps, status icons?

                            @@ -595,7 +595,7 @@ Attach text and pictures to the orthogonal guiNode to create a head

                            - +

                            How do I display buttons and UI controls?

                            @@ -608,7 +608,7 @@ Sample Code:

                            How do i display a loading screen?

                            @@ -619,12 +619,12 @@ Instead of having a frozen frame while your games loads, you can have a loading

                            - +

                            Nifty GUI

                            - +

                            I get NoSuchElementException when adding controls (buttons etc)!

                            @@ -635,7 +635,7 @@ Verify that you include a controls definition file link in your

                            Where can I find example code of Nifty GUI's XML and Java classes?

                            @@ -644,7 +644,7 @@ Verify that you include a controls definition file link in your

                            Is there Java Doc for Nifty GUI?

                            @@ -653,12 +653,12 @@ Verify that you include a controls definition file link in your

                            I want to create an environment with sounds, effects, and landscapes

                            - +

                            How do I play sounds and noises?

                            @@ -671,7 +671,7 @@ Use AudioRenderer, Listener, and AudioNode from com.jme3.audio.*.

                            - +

                            How do I make fire, smoke, explosions, swarms, magic spells?

                            @@ -684,7 +684,7 @@ For swarm like effects you use particle emitters.

                            - +

                            How do I make water, waves, reflections?

                            @@ -697,7 +697,7 @@ Use a special post-processor renderer from com.jme3.water.*.

                            - +

                            How do I make fog, bloom, blur, light scrattering?

                            @@ -708,7 +708,7 @@ Use special post-processor renderers from com.jme3.post.*.

                            - +

                            How do I generate a terrain?

                            @@ -721,7 +721,7 @@ Use com.jme3.terrain.*. The JMonkeyEngine also provides you with a Terrain Edito

                            - +

                            How do I make a sky?

                            @@ -739,12 +739,12 @@ skyGeo.setQueueBucket(Bucket.Sky)

                            - +

                            I want to access to back-end properties

                            - +

                            How do I read out graphic card capabilities?

                            @@ -801,7 +801,7 @@ FloatColorBuffer, FloatDepthBuffer, PackedFloatTexture, SharedExponentTexture, P TextureCompressionLATC, NonPowerOfTwoTextures, MeshInstancing]
                            - +

                            How do I optimize the heck out of the Scene Graph?

                            @@ -818,7 +818,7 @@ Batching means that all Geometries with the same Material are combined into one

                            - +

                            How do I prevent users from unzipping my JAR?

                            @@ -828,12 +828,12 @@ Add an - +

                            I want to do maths

                            - +

                            What does addLocal() / multLocal() etc mean?

                            @@ -886,7 +886,7 @@ Many maths functions (mult(), add(), subtract(), etc) come as local and a non-lo
                            - +

                            What is the difference between World and Local coordinates?

                            @@ -896,7 +896,7 @@ World coordinates of a Spatial are its absolute coordinates in the 3D scene (thi

                            - +

                            How do I convert Degrees to Radians?

                            @@ -910,4 +910,5 @@ Multiply degree value by FastMath.DEG_TO_RAD to convert it to radians.
                            +

                            view online version

                            \ No newline at end of file diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/intermediate/appsettings.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/intermediate/appsettings.html index 72a4450d5..7071cbe56 100644 --- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/intermediate/appsettings.html +++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/intermediate/appsettings.html @@ -12,7 +12,7 @@ Every class that extends jme3.app.SimpleApplication has properties that can be c

                            - +

                            Code Sample

                            public static void main(String[] args) {
                            @@ -35,7 +35,7 @@ Set the boolean in the AppSettings contructor to true if you want to keep the de
                             

                            - +

                            Properties

                            @@ -75,7 +75,7 @@ Set VSync to false to deactivate vertical syncing (faster, but possible page tea 60 fps
                            -
                            +
                            @@ -86,7 +86,7 @@ Set VSync to false to deactivate vertical syncing (faster, but possible page tea
                            Settings Property (Input)DescriptionDefault
                            setUseJoysticks(true)Activate optional joystick supportfalse
                            -
                            +
                            @@ -97,7 +97,7 @@ Set VSync to false to deactivate vertical syncing (faster, but possible page tea
                            Settings Property (Audio)DescriptionDefault
                            setStereo3D(true)Enable 3D stereo. This feature requires hardware support from the GPU driver. See . Currently, your everday user's hardware does not support this, so you can ignore it for now.false
                            -
                            +
                            @@ -112,9 +112,9 @@ ImageIO.read(new File("")), …});
                            Settings Property (Branding)DescriptionDefault
                            This specifies the little a setSettingsDialogImage("/path/to/splash.png")A custom splashscreen image in the assets directory which is displayed when the settings dialog is shown."/com/jme3/app/Monkey.png"
                            - +
                            - +

                            Saving and Loading Settings

                            @@ -154,4 +154,5 @@ Provide the unique name of your jME3 application as the String argument. For exa
                            +

                            view online version

                            \ No newline at end of file diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/intermediate/best_practices.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/intermediate/best_practices.html index 4befbbbf4..e2f166a9c 100644 --- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/intermediate/best_practices.html +++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/intermediate/best_practices.html @@ -12,7 +12,7 @@ This "best practices" page is a collection of recommendations and expe

                            - +

                            Requirements and Planning

                            @@ -22,7 +22,7 @@ If you are a beginner, you should first

                            Requirements Gathering

                            @@ -82,7 +82,7 @@ E.g. models, terrains; materials, textures; noises, music, voices; video, cutsce
                            - +

                            Planning Development Milestones

                            @@ -137,7 +137,7 @@ How you name or number these stages is fully up to your team. Development teams

                            - +

                            Use File Version Control

                            @@ -156,7 +156,7 @@ If you don't know which to choose, Subversion is a good choice for starters
                            - +

                            Multi-Media Asset Pipeline

                            @@ -182,14 +182,14 @@ If you don't know which to choose, Subversion is a good choice for starters
                            Convert Models to j3o format. Move j3o files into assets/Models. Don't reference Blender/Ogre/OBJ files in your load() code, because these unoptimized files are not packaged into the JAR.
                            - +

                            Learn details about the Multi-Media Asset Pipeline here.

                            - +

                            Development Phase

                            @@ -201,7 +201,7 @@ Even for large experienced game producers, the creation of such a complex game i

                            - +

                            Extend SimpleApplication

                            @@ -220,7 +220,7 @@ For your future game releases, you will want to rely on your own base framework:

                            - +

                            Where to Start?

                            @@ -248,7 +248,7 @@ You have a list of features that you want in game, but which one do you implemen

                            - +

                            The Smart Way to Add Custom Methods and Fields

                            @@ -272,7 +272,7 @@ Game entities (Nodes and Geometrys) often carry custom
                            - +

                            The Smart Way to Access Game Features

                            @@ -293,7 +293,7 @@ Examples: this.app.getRootNode().attachChild( sky );
                            - +

                            The Smart Way to Implement Game Logic

                            @@ -350,7 +350,7 @@ Read all about

                            Optimize Application Performance

                              @@ -363,7 +363,7 @@ Read all about

                              Don't Mess With Geometric State

                              @@ -381,7 +381,7 @@ These tips are especially for users who already know jME2. Automatic handling of
                            - +

                            Maintain Internal Documentation

                            @@ -404,7 +404,7 @@ Treat javadoc as messages to your future self. "genNextVal() generates the

                            - +

                            Debugging and Test Phase

                            @@ -430,12 +430,12 @@ Treat javadoc as messages to your future self. "genNextVal() generates the

                            - +

                            Release Phase

                            - +

                            Pre-Release To-Do List

                              @@ -460,7 +460,7 @@ Treat javadoc as messages to your future self. "genNextVal() generates the
                            - +

                            Distributing the Executables

                            @@ -498,7 +498,7 @@ Decide whether you want to release your game as WebStart, Desktop JAR, or Applet (.APK)Game runs on Android devices.Android devices do not support post-procesor effects.
                            - +

                            Which ever method you choose, a Java-Application works on the main operating systems: Windows, Mac OS, Linux, Android. @@ -510,4 +510,5 @@ The distribution appears in a newly generated dist directory inside

                            +

                            view online version

                            \ No newline at end of file diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/intermediate/file_types.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/intermediate/file_types.html index 508a5b990..87c065acd 100644 --- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/intermediate/file_types.html +++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/intermediate/file_types.html @@ -3,7 +3,7 @@
                            - +

                            jMonkeyEngine3 File Formats

                            @@ -27,9 +27,9 @@ Each custom .j3m Material is based on a material definition. Advanced users can Effects Overview
                            - +
                            - +

                            Supported External File Types

                            @@ -73,6 +73,7 @@ Each custom .j3m Material is based on a material definition. Advanced users can
                            .OGGaudioOGG Vorbis music and sounds
                            - +
                            +

                            view online version

                            \ No newline at end of file diff --git a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/intermediate/headlessserver.html b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/intermediate/headlessserver.html index 005bfbb22..babadf0ec 100644 --- a/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/intermediate/headlessserver.html +++ b/sdk/jme3-core/javahelp/com/jme3/gde/core/docs/jme3/intermediate/headlessserver.html @@ -41,7 +41,6 @@ - @@ -69,7 +68,6 @@ var BP_DTheme = {"my_favs":"My Favorites","accepted":"Accepted","rejected":"Reje /* ]]> */ - @@ -79,11 +77,6 @@ var BP_DTheme = {"my_favs":"My Favorites","accepted":"Accepted","rejected":"Reje -