Javadoc fixes: Down from 260 to 221 warnings

git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@9347 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
3.0
sky..ok 13 years ago
parent 690915870c
commit 96e20aad8d
  1. 12
      engine/src/bullet/com/jme3/bullet/collision/PhysicsCollisionObject.java
  2. 4
      engine/src/core-effects/com/jme3/water/SimpleWaterProcessor.java
  3. 32
      engine/src/core-effects/com/jme3/water/WaterFilter.java
  4. 2
      engine/src/core/com/jme3/animation/package.html
  5. 2
      engine/src/core/com/jme3/asset/package.html
  6. 4
      engine/src/core/com/jme3/input/controls/package.html
  7. 4
      engine/src/core/com/jme3/input/event/JoyButtonEvent.java
  8. 8
      engine/src/core/com/jme3/renderer/queue/RenderQueue.java
  9. 2
      engine/src/core/com/jme3/scene/SceneGraphVisitorAdapter.java
  10. 2
      engine/src/core/com/jme3/scene/package.html
  11. 5
      engine/src/core/com/jme3/scene/shape/Box.java
  12. 4
      engine/src/core/com/jme3/scene/shape/Dome.java
  13. 4
      engine/src/core/com/jme3/scene/shape/StripBox.java
  14. 4
      engine/src/core/com/jme3/texture/Texture.java
  15. 6
      engine/src/core/com/jme3/util/BufferUtils.java
  16. 7
      engine/src/desktop/jme3tools/navigation/MapModel2D.java
  17. 9
      engine/src/desktop/jme3tools/navigation/Position.java
  18. 6
      engine/src/desktop/jme3tools/navigation/StringUtil.java

@ -1,5 +1,5 @@
/*
* Copyright (c) 2009-2010 jMonkeyEngine
* Copyright (c) 2009-2012 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
@ -105,7 +105,7 @@ public abstract class PhysicsCollisionObject implements Savable {
/**
* Returns the collision group for this collision shape
* @return
* @return The collision group
*/
public int getCollisionGroup() {
return collisionGroup;
@ -152,7 +152,7 @@ public abstract class PhysicsCollisionObject implements Savable {
/**
* Directly set the bitmask for collision groups that this object collides with.
* @param collisionGroup
* @param collisionGroups
*/
public void setCollideWithGroups(int collisionGroups) {
this.collisionGroupsMask = collisionGroups;
@ -163,7 +163,7 @@ public abstract class PhysicsCollisionObject implements Savable {
/**
* Gets the bitmask of collision groups that this object collides with.
* @return
* @return Collision groups mask
*/
public int getCollideWithGroups() {
return collisionGroupsMask;
@ -199,9 +199,9 @@ public abstract class PhysicsCollisionObject implements Savable {
}
/**
* creates a debug shape for this CollisionObject
* Creates a debug shape for this CollisionObject
* @param manager
* @return
* @return The created debug shape
*/
public Spatial createDebugShape(AssetManager manager){
return attachDebugShape(manager);

@ -1,5 +1,5 @@
/*
* Copyright (c) 2009-2010 jMonkeyEngine
* Copyright (c) 2009-2012 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
@ -359,7 +359,7 @@ public class SimpleWaterProcessor implements SceneProcessor {
/**
* Set the reflection Texture render size,
* set before adding the processor!
* @param with
* @param width
* @param height
*/
public void setRenderSize(int width, int height) {

@ -835,8 +835,8 @@ public class WaterFilter extends Filter {
}
/**
* returns true if the water uses foam
* @return
* Whether or not the water uses foam
* @return true if the water uses foam
*/
public boolean isUseFoam() {
return useFoam;
@ -867,8 +867,8 @@ public class WaterFilter extends Filter {
}
/**
* returns true if caustics are rendered
* @return
* Whether or not caustics are rendered
* @return true if caustics are rendered
*/
public boolean isUseCaustics() {
return useCaustics;
@ -886,8 +886,8 @@ public class WaterFilter extends Filter {
}
/**
* return true
* @return
* Whether or not the shader is set to use high-quality shoreline.
* @return true if high-quality shoreline is enabled
*/
public boolean isUseHQShoreline() {
return useHQShoreline;
@ -902,8 +902,8 @@ public class WaterFilter extends Filter {
}
/**
* returns true if the water use the refraction
* @return
* Whether or not the water uses the refraction
* @return true if the water uses refraction
*/
public boolean isUseRefraction() {
return useRefraction;
@ -922,8 +922,8 @@ public class WaterFilter extends Filter {
}
/**
* returns true if the ater use ripples
* @return
* Whether or not the water uses ripples
* @return true if the water is set to use ripples
*/
public boolean isUseRipples() {
return useRipples;
@ -931,7 +931,7 @@ public class WaterFilter extends Filter {
/**
*
* Set to true tu use ripples
* Set to true to use ripples
* @param useRipples
*/
public void setUseRipples(boolean useRipples) {
@ -943,8 +943,8 @@ public class WaterFilter extends Filter {
}
/**
* returns true if the water use specular
* @return
* Whether or not the water is using specular
* @return true if the water is set to use specular
*/
public boolean isUseSpecular() {
return useSpecular;
@ -983,7 +983,7 @@ public class WaterFilter extends Filter {
/**
* returns the reflection displace
* see {@link setReflectionDisplace(float reflectionDisplace)}
* see {@link #setReflectionDisplace(float) }
* @return
*/
public float getReflectionDisplace() {
@ -1002,8 +1002,8 @@ public class WaterFilter extends Filter {
}
/**
* returns true if the camera is under the water level
* @return
* Whether or not the camera is under the water level
* @return true if the camera is under the water level
*/
public boolean isUnderWater() {
return underWater;

@ -64,7 +64,7 @@ the transformations for bones when no animated pose is applied to the skeleton.
All bones <em>must</em> have a bind pose transformation before they can be
animated. To set the bind pose for the skeleton, set the local (relative
to parent) transformations for all the bones using the call
{@link com.jme3.animation.Bone#setBindTransforms(com.jme3.math.Vector3f, com.jme3.math.Quaternion) }.
{@link com.jme3.animation.Bone#setBindTransforms(com.jme3.math.Vector3f, com.jme3.math.Quaternion, com.jme3.math.Vector3f) }.
Then call {@link com.jme3.animation.Skeleton#updateWorldVectors() } followed by
{@link com.jme3.animation.Skeleton#setBindingPose() }. <br>
<p>

@ -23,7 +23,7 @@ is loaded, there's only one AssetLoader per thread so
AssetLoader's load() method does not have to be thread safe.
<h3>AssetLocators</h3>
{@link com.jme3.asset.AssetLocators asset locators} are used to resolve
{@link com.jme3.asset.AssetLocator}(s) are used to resolve
an asset name (a string) into an {@link java.io.InputStream} which is
contained in an {@link com.jme3.asset.AssetInfo} object.
There are <code>AssetLocators</code> for loading files from the application's

@ -11,8 +11,8 @@ The <code>com.jme3.input.controls</code> package allows user code to listen
to input events regardless of the type of input used.
<p>
Users will receive input in one of two forms, either
{@link com.jme3.input.controls.AnalogListener analog input} or
{@link com.jme3.input.controls.Action digital/action input}.
{@link com.jme3.input.controls.AnalogListener} (analog input) or
{@link com.jme3.input.controls.Action} (digital/action input).
</body>

@ -1,5 +1,5 @@
/*
* Copyright (c) 2009-2010 jMonkeyEngine
* Copyright (c) 2009-2012 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
@ -67,7 +67,7 @@ public class JoyButtonEvent extends InputEvent {
*
* @return joystick index.
*
* @see InputManager#getJoysticks()
* @see com.jme3.input.InputManager#getJoysticks()
*/
public int getJoyIndex() {
return joyIdx;

@ -1,5 +1,5 @@
/*
* Copyright (c) 2009-2010 jMonkeyEngine
* Copyright (c) 2009-2012 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
@ -276,8 +276,10 @@ public class RenderQueue {
/**
*
* @param shadBucket
* @return
* @param shadBucket The shadow mode to retrieve the {@link GeometryList
* queue content} for. Only {@link ShadowMode#Cast Cast} and
* {@link ShadowMode#Receive Receive} are valid.
* @return The cast or receive {@link GeometryList}
*/
public GeometryList getShadowQueueContent(ShadowMode shadBucket) {
switch (shadBucket) {

@ -18,7 +18,7 @@ public class SceneGraphVisitorAdapter implements SceneGraphVisitor {
public void visit(Geometry geom) {}
/**
* Called when a {@link visit} is visited.
* Called when a {@link Node} is visited.
*
* @param geom The visited node
*/

@ -18,7 +18,7 @@ in jMonkeyEngine.
the "branches" in the graph, used to organize elements in a tree
hierarchy. The {@link com.jme3.scene.Geometry} is the leaf class that
will contain a {@link com.jme3.scene.Mesh} object (geometry data
such as vertex positions, normals, etc) and a {@link com.jme3.scene.Material}
such as vertex positions, normals, etc) and a {@link com.jme3.material.Material}
object containing information on how the geometry should be shaded.
</p>

@ -1,5 +1,5 @@
/*
* Copyright (c) 2009-2010 jMonkeyEngine
* Copyright (c) 2009-2012 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
@ -111,7 +111,8 @@ public class Box extends AbstractBox {
* <p>
* The minimum and maximum point are provided, these two points define the
* shape and size of the box but not it's orientation or position. You should
* use the {@link #setLocalTranslation()} and {@link #setLocalRotation()}
* use the {@link com.jme3.scene.Spatial#setLocalTranslation(com.jme3.math.Vector3f) }
* and {@link com.jme3.scene.Spatial#setLocalRotation(com.jme3.math.Quaternion) }
* methods to define those properties.
*
* @param min the minimum point that defines the box.

@ -1,5 +1,5 @@
/*
* Copyright (c) 2009-2010 jMonkeyEngine
* Copyright (c) 2009-2012 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
@ -80,7 +80,7 @@ public class Dome extends Mesh {
* Influences how round the base of the dome is.
* @param radius
* Radius of the dome.
* @see #Dome(java.lang.String, com.jme.math.Vector3f, int, int, float)
* @see #Dome(com.jme.math.Vector3f, int, int, float)
*/
public Dome(int planes, int radialSamples, float radius) {
this(new Vector3f(0, 0, 0), planes, radialSamples, radius);

@ -1,5 +1,5 @@
/*
* Copyright (c) 2009-2010 jMonkeyEngine
* Copyright (c) 2009-2012 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
@ -110,7 +110,7 @@ public class StripBox extends AbstractBox {
* <p>
* The minimum and maximum point are provided, these two points define the
* shape and size of the box but not its orientation or position. You should
* use the {@link #setLocalTranslation()} and {@link #setLocalRotation()}
* use the {@link com.jme3.scene.Spatial#setLocalTranslation(com.jme3.math.Vector3f) } and {@link com.jme3.scene.Spatial#setLocalRotation(com.jme3.math.Quaternion) }
* methods to define those properties.
*
* @param min the minimum point that defines the box.

@ -1,5 +1,5 @@
/*
* Copyright (c) 2009-2010 jMonkeyEngine
* Copyright (c) 2009-2012 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
@ -302,7 +302,7 @@ public abstract class Texture implements CloneableSmartAsset, Savable, Cloneable
private int anisotropicFilter;
/**
* @return
* @return A cloned Texture object.
*/
@Override
public Texture clone(){

@ -1,5 +1,5 @@
/*
* Copyright (c) 2009-2010 jMonkeyEngine
* Copyright (c) 2009-2012 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
@ -433,7 +433,7 @@ public final class BufferUtils {
* @param index
* the position (in terms of vectors, not floats) of the vector
* in the buffer to check against
* @return
* @return true if the data is equivalent, otherwise false.
*/
public static boolean equals(Vector3f check, FloatBuffer buf, int index) {
TempVars vars = TempVars.get();
@ -638,7 +638,7 @@ public final class BufferUtils {
* @param index
* the position (in terms of vectors, not floats) of the vector
* in the buffer to check against
* @return
* @return true if the data is equivalent, otherwise false.
*/
public static boolean equals(Vector2f check, FloatBuffer buf, int index) {
TempVars vars = TempVars.get();

@ -1,13 +1,8 @@
package jme3tools.navigation;
import java.awt.Point;
import java.text.DecimalFormat;
/*
* To change this template, choose Tools | Templates
* and open the template in the editor.
*/
/**
* A representation of the actual map in terms of lat/long and x,y co-ordinates.
* The Map class contains various helper methods such as methods for determining

@ -76,10 +76,11 @@ public class Position {
/**
* A new position expressed in NMEA GPS message format:
* 4807.038,N,01131.000,E
* @param
* @param
* @param
* @param
* @param latNMEAGPS
* @param latQuad
* @param lngNMEAGPS
* @param lngQuad
* @param utcTimeStamp
* @since 12.0
*/
public Position(String latNMEAGPS, String latQuad, String lngNMEAGPS, String lngQuad, String utcTimeStamp) {

@ -19,7 +19,7 @@ public class StringUtil {
*
* @param str the string to split up
* @param delimiter the delimiter to use in splitting
* @returns an array of String objects equivalent to str
* @return an array of String objects equivalent to str
*/
public String[] splitDelimitedStr(String str, String delimiter) {
Pattern pttn = Pattern.compile(delimiter);
@ -213,9 +213,9 @@ public class StringUtil {
}
/**
* Right aligns a float number with zeros for printing
* Right aligns a {@link String} with zeros for printing
*
* @param num the number to be aligned
* @param input the String to be aligned
* @param wholeLen the total length of the padded string
* @return the padded number
*/

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