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

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

@ -835,8 +835,8 @@ public class WaterFilter extends Filter {
} }
/** /**
* returns true if the water uses foam * Whether or not the water uses foam
* @return * @return true if the water uses foam
*/ */
public boolean isUseFoam() { public boolean isUseFoam() {
return useFoam; return useFoam;
@ -867,8 +867,8 @@ public class WaterFilter extends Filter {
} }
/** /**
* returns true if caustics are rendered * Whether or not caustics are rendered
* @return * @return true if caustics are rendered
*/ */
public boolean isUseCaustics() { public boolean isUseCaustics() {
return useCaustics; return useCaustics;
@ -886,8 +886,8 @@ public class WaterFilter extends Filter {
} }
/** /**
* return true * Whether or not the shader is set to use high-quality shoreline.
* @return * @return true if high-quality shoreline is enabled
*/ */
public boolean isUseHQShoreline() { public boolean isUseHQShoreline() {
return useHQShoreline; return useHQShoreline;
@ -902,8 +902,8 @@ public class WaterFilter extends Filter {
} }
/** /**
* returns true if the water use the refraction * Whether or not the water uses the refraction
* @return * @return true if the water uses refraction
*/ */
public boolean isUseRefraction() { public boolean isUseRefraction() {
return useRefraction; return useRefraction;
@ -922,8 +922,8 @@ public class WaterFilter extends Filter {
} }
/** /**
* returns true if the ater use ripples * Whether or not the water uses ripples
* @return * @return true if the water is set to use ripples
*/ */
public boolean isUseRipples() { public boolean isUseRipples() {
return useRipples; 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 * @param useRipples
*/ */
public void setUseRipples(boolean useRipples) { public void setUseRipples(boolean useRipples) {
@ -943,8 +943,8 @@ public class WaterFilter extends Filter {
} }
/** /**
* returns true if the water use specular * Whether or not the water is using specular
* @return * @return true if the water is set to use specular
*/ */
public boolean isUseSpecular() { public boolean isUseSpecular() {
return useSpecular; return useSpecular;
@ -983,7 +983,7 @@ public class WaterFilter extends Filter {
/** /**
* returns the reflection displace * returns the reflection displace
* see {@link setReflectionDisplace(float reflectionDisplace)} * see {@link #setReflectionDisplace(float) }
* @return * @return
*/ */
public float getReflectionDisplace() { public float getReflectionDisplace() {
@ -1002,8 +1002,8 @@ public class WaterFilter extends Filter {
} }
/** /**
* returns true if the camera is under the water level * Whether or not the camera is under the water level
* @return * @return true if the camera is under the water level
*/ */
public boolean isUnderWater() { public boolean isUnderWater() {
return underWater; 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 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 animated. To set the bind pose for the skeleton, set the local (relative
to parent) transformations for all the bones using the call 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 Then call {@link com.jme3.animation.Skeleton#updateWorldVectors() } followed by
{@link com.jme3.animation.Skeleton#setBindingPose() }. <br> {@link com.jme3.animation.Skeleton#setBindingPose() }. <br>
<p> <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. AssetLoader's load() method does not have to be thread safe.
<h3>AssetLocators</h3> <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 an asset name (a string) into an {@link java.io.InputStream} which is
contained in an {@link com.jme3.asset.AssetInfo} object. contained in an {@link com.jme3.asset.AssetInfo} object.
There are <code>AssetLocators</code> for loading files from the application's 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. to input events regardless of the type of input used.
<p> <p>
Users will receive input in one of two forms, either Users will receive input in one of two forms, either
{@link com.jme3.input.controls.AnalogListener analog input} or {@link com.jme3.input.controls.AnalogListener} (analog input) or
{@link com.jme3.input.controls.Action digital/action input}. {@link com.jme3.input.controls.Action} (digital/action input).
</body> </body>

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

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

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

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

@ -1,5 +1,5 @@
/* /*
* Copyright (c) 2009-2010 jMonkeyEngine * Copyright (c) 2009-2012 jMonkeyEngine
* All rights reserved. * All rights reserved.
* *
* Redistribution and use in source and binary forms, with or without * Redistribution and use in source and binary forms, with or without
@ -111,7 +111,8 @@ public class Box extends AbstractBox {
* <p> * <p>
* The minimum and maximum point are provided, these two points define the * The minimum and maximum point are provided, these two points define the
* shape and size of the box but not it's orientation or position. You should * shape and size of the box but not 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. * methods to define those properties.
* *
* @param min the minimum point that defines the box. * @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. * All rights reserved.
* *
* Redistribution and use in source and binary forms, with or without * 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. * Influences how round the base of the dome is.
* @param radius * @param radius
* Radius of the dome. * 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) { public Dome(int planes, int radialSamples, float radius) {
this(new Vector3f(0, 0, 0), planes, radialSamples, 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. * All rights reserved.
* *
* Redistribution and use in source and binary forms, with or without * Redistribution and use in source and binary forms, with or without
@ -110,7 +110,7 @@ public class StripBox extends AbstractBox {
* <p> * <p>
* The minimum and maximum point are provided, these two points define the * 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 * 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. * methods to define those properties.
* *
* @param min the minimum point that defines the box. * @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. * All rights reserved.
* *
* Redistribution and use in source and binary forms, with or without * 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; private int anisotropicFilter;
/** /**
* @return * @return A cloned Texture object.
*/ */
@Override @Override
public Texture clone(){ public Texture clone(){

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

@ -1,13 +1,8 @@
package jme3tools.navigation; package jme3tools.navigation;
import java.awt.Point; import java.awt.Point;
import java.text.DecimalFormat; 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. * 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 * 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: * A new position expressed in NMEA GPS message format:
* 4807.038,N,01131.000,E * 4807.038,N,01131.000,E
* @param * @param latNMEAGPS
* @param * @param latQuad
* @param * @param lngNMEAGPS
* @param * @param lngQuad
* @param utcTimeStamp
* @since 12.0 * @since 12.0
*/ */
public Position(String latNMEAGPS, String latQuad, String lngNMEAGPS, String lngQuad, String utcTimeStamp) { 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 str the string to split up
* @param delimiter the delimiter to use in splitting * @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) { public String[] splitDelimitedStr(String str, String delimiter) {
Pattern pttn = Pattern.compile(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 * @param wholeLen the total length of the padded string
* @return the padded number * @return the padded number
*/ */

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