correct core comments and standardize line endings as discussed at http://hub.jmonkeyengine.org/forum/topic/typos-in-com-jme3-mathrendererpost/
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@ -309,9 +309,9 @@ public final class ColorRGBA implements Savable, Cloneable, java.io.Serializable
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* Sets this <code>ColorRGBA</code> to the interpolation by changeAmnt from
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* Sets this <code>ColorRGBA</code> to the interpolation by changeAmnt from
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* beginColor to finalColor:
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* beginColor to finalColor:
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* this=(1-changeAmnt)*beginColor + changeAmnt * finalColor
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* this=(1-changeAmnt)*beginColor + changeAmnt * finalColor
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* @param beginColor The begining color (changeAmnt=0).
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* @param beginColor The beginning color (changeAmnt=0).
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* @param finalColor The final color to interpolate towards (changeAmnt=1).
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* @param finalColor The final color to interpolate towards (changeAmnt=1).
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* @param changeAmnt An amount between 0.0 - 1.0 representing a precentage
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* @param changeAmnt An amount between 0.0 - 1.0 representing a percentage
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* change from beginColor towards finalColor.
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* change from beginColor towards finalColor.
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*/
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*/
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public void interpolate(ColorRGBA beginColor, ColorRGBA finalColor, float changeAmnt) {
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public void interpolate(ColorRGBA beginColor, ColorRGBA finalColor, float changeAmnt) {
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@ -42,12 +42,13 @@ public class CurveAndSurfaceMath {
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private static final float KNOTS_MINIMUM_DELTA = 0.0001f;
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private static final float KNOTS_MINIMUM_DELTA = 0.0001f;
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/**
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/**
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* A private constructor is defined to avoid instatiation of this class.
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* A private constructor is defined to avoid instantiation of this
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* class.
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*/
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*/
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private CurveAndSurfaceMath() {}
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private CurveAndSurfaceMath() {}
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/**
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/**
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* This method interpolates tha data for the nurbs curve.
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* This method interpolates the data for the nurbs curve.
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* @param u
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* @param u
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* the u value
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* the u value
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* @param nurbSpline
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* @param nurbSpline
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@ -76,7 +77,7 @@ public class CurveAndSurfaceMath {
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}
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}
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/**
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/**
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* This method interpolates tha data for the nurbs surface.
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* This method interpolates the data for the nurbs surface.
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*
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*
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* @param u
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* @param u
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* the u value
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* the u value
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@ -98,7 +98,7 @@ final public class FastMath {
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* @param scale
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* @param scale
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* scale value to use. if 1, use endValue, if 0, use startValue.
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* scale value to use. if 1, use endValue, if 0, use startValue.
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* @param startValue
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* @param startValue
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* Begining value. 0% of f
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* Beginning value. 0% of f
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* @param endValue
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* @param endValue
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* ending value. 100% of f
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* ending value. 100% of f
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* @return The interpolated value between startValue and endValue.
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* @return The interpolated value between startValue and endValue.
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@ -123,7 +123,7 @@ final public class FastMath {
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* @param scale
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* @param scale
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* scale value to use. if 1, use endValue, if 0, use startValue.
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* scale value to use. if 1, use endValue, if 0, use startValue.
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* @param startValue
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* @param startValue
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* Begining value. 0% of f
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* Beginning value. 0% of f
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* @param endValue
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* @param endValue
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* ending value. 100% of f
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* ending value. 100% of f
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* @param store a vector3f to store the result
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* @param store a vector3f to store the result
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@ -146,7 +146,7 @@ final public class FastMath {
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* @param scale
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* @param scale
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* scale value to use. if 1, use endValue, if 0, use startValue.
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* scale value to use. if 1, use endValue, if 0, use startValue.
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* @param startValue
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* @param startValue
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* Begining value. 0% of f
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* Beginning value. 0% of f
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* @param endValue
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* @param endValue
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* ending value. 100% of f
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* ending value. 100% of f
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* @return The interpolated value between startValue and endValue.
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* @return The interpolated value between startValue and endValue.
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@ -224,7 +224,7 @@ final public class FastMath {
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* @param p1 control point 1
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* @param p1 control point 1
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* @param p2 control point 2
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* @param p2 control point 2
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* @param p3 control point 3
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* @param p3 control point 3
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* @return catmull-Rom interpolation
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* @return Catmull–Rom interpolation
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*/
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*/
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public static float interpolateCatmullRom(float u, float T, float p0, float p1, float p2, float p3) {
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public static float interpolateCatmullRom(float u, float T, float p0, float p1, float p2, float p3) {
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float c1, c2, c3, c4;
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float c1, c2, c3, c4;
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@ -251,7 +251,7 @@ final public class FastMath {
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* @param p2 control point 2
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* @param p2 control point 2
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* @param p3 control point 3
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* @param p3 control point 3
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* @param store a Vector3f to store the result
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* @param store a Vector3f to store the result
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* @return catmull-Rom interpolation
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* @return Catmull–Rom interpolation
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*/
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*/
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public static Vector3f interpolateCatmullRom(float u, float T, Vector3f p0, Vector3f p1, Vector3f p2, Vector3f p3, Vector3f store) {
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public static Vector3f interpolateCatmullRom(float u, float T, Vector3f p0, Vector3f p1, Vector3f p2, Vector3f p3, Vector3f store) {
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if (store == null) {
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if (store == null) {
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@ -263,8 +263,9 @@ final public class FastMath {
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return store;
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return store;
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}
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}
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/**Interpolate a spline between at least 4 control points following the Catmull-Rom equation.
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/**
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* here is the interpolation matrix
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* Interpolate a spline between at least 4 control points using the
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* Catmull-Rom equation. Here is the interpolation matrix:
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* m = [ 0.0 1.0 0.0 0.0 ]
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* m = [ 0.0 1.0 0.0 0.0 ]
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* [-T 0.0 T 0.0 ]
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* [-T 0.0 T 0.0 ]
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* [ 2T T-3 3-2T -T ]
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* [ 2T T-3 3-2T -T ]
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@ -277,7 +278,7 @@ final public class FastMath {
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* @param p1 control point 1
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* @param p1 control point 1
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* @param p2 control point 2
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* @param p2 control point 2
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* @param p3 control point 3
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* @param p3 control point 3
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* @return catmull-Rom interpolation
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* @return Catmull–Rom interpolation
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*/
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*/
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public static Vector3f interpolateCatmullRom(float u, float T, Vector3f p0, Vector3f p1, Vector3f p2, Vector3f p3) {
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public static Vector3f interpolateCatmullRom(float u, float T, Vector3f p0, Vector3f p1, Vector3f p2, Vector3f p3) {
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return interpolateCatmullRom(u, T, p0, p1, p2, p3, null);
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return interpolateCatmullRom(u, T, p0, p1, p2, p3, null);
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@ -354,7 +355,7 @@ final public class FastMath {
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}
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}
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/**
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/**
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* Compute the lenght on a catmull rom spline between control point 1 and 2
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* Compute the length of a Catmull–Rom spline between control points 1 and 2
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* @param p0 control point 0
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* @param p0 control point 0
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* @param p1 control point 1
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* @param p1 control point 1
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* @param p2 control point 2
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* @param p2 control point 2
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@ -390,7 +391,7 @@ final public class FastMath {
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}
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}
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/**
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/**
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* Compute the lenght on a bezier spline between control point 1 and 2
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* Compute the length on a Bezier spline between control points 1 and 2.
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* @param p0 control point 0
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* @param p0 control point 0
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* @param p1 control point 1
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* @param p1 control point 1
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* @param p2 control point 2
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* @param p2 control point 2
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@ -588,7 +589,7 @@ final public class FastMath {
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/**
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/**
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* Returns the value squared. fValue ^ 2
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* Returns the value squared. fValue ^ 2
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* @param fValue The vaule to square.
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* @param fValue The value to square.
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* @return The square of the given value.
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* @return The square of the given value.
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*/
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*/
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public static float sqr(float fValue) {
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public static float sqr(float fValue) {
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@ -51,12 +51,12 @@ import java.util.List;
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/**
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/**
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* Filters are 2D effects applied to the rendered scene.<br>
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* Filters are 2D effects applied to the rendered scene.<br>
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* The filter is fed with the rendered scene image rendered in an offscreen frame buffer.<br>
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* The filter is fed with the rendered scene image rendered in an offscreen frame buffer.<br>
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* This texture is applied on a fullscreen quad, with a special material.<br>
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* This texture is applied on a full-screen quad with a special material.<br>
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* This material uses a shader that aplly the desired effect to the scene texture.<br>
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* This material uses a shader that applies the desired effect to the scene texture.<br>
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* <br>
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* <br>
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* This class is abstract, any Filter must extend it.<br>
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* This class is abstract, any Filter must extend it.<br>
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* Any filter holds a frameBuffer and a texture<br>
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* Any filter holds a frameBuffer and a texture<br>
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* The getMaterial must return a Material that use a GLSL shader immplementing the desired effect<br>
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* The getMaterial must return a Material that use a GLSL shader implementing the desired effect<br>
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*
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*
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* @author Rémy Bouquet aka Nehon
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* @author Rémy Bouquet aka Nehon
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*/
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*/
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@ -216,7 +216,7 @@ public abstract class Filter implements Savable {
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}
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}
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/**
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/**
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* contruct a Filter
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* construct a Filter
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*/
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*/
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protected Filter() {
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protected Filter() {
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this("filter");
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this("filter");
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@ -301,7 +301,7 @@ public abstract class Filter implements Savable {
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/**
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/**
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* Override this method if you want to modify parameters according to tpf before the rendering of the frame.
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* Override this method if you want to modify parameters according to tpf before the rendering of the frame.
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* This is usefull for animated filters
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* This is useful for animated filters
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* Also it can be the place to render pre passes
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* Also it can be the place to render pre passes
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* @param tpf the time used to render the previous frame
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* @param tpf the time used to render the previous frame
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*/
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*/
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@ -428,7 +428,7 @@ public abstract class Filter implements Savable {
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}
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}
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/**
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/**
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* returns ttrue if the filter is enabled
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* returns true if the filter is enabled
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* @return enabled
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* @return enabled
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*/
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*/
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public boolean isEnabled() {
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public boolean isEnabled() {
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@ -449,7 +449,7 @@ public abstract class Filter implements Savable {
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* Note that buffer will be null if the filter is the last one in the stack
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* Note that buffer will be null if the filter is the last one in the stack
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* and has been rendered to screen
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* and has been rendered to screen
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* @param r the renderer
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* @param r the renderer
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* @param buffer the framebuffer on hich the filtre has been rendered.
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* @param buffer the framebuffer on which the filter has been rendered.
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*/
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*/
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protected void postFilter(Renderer r, FrameBuffer buffer){
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protected void postFilter(Renderer r, FrameBuffer buffer){
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}
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}
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@ -287,7 +287,7 @@ public class Camera implements Savable, Cloneable {
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}
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}
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/**
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/**
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* This method copise the settings of the given camera.
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* This method copies the settings of the given camera.
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*
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*
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* @param cam
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* @param cam
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* the camera we copy the settings from
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* the camera we copy the settings from
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@ -368,8 +368,8 @@ public class Camera implements Savable, Cloneable {
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/**
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/**
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* Sets a clipPlane for this camera.
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* Sets a clipPlane for this camera.
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* The cliPlane is used to recompute the projectionMatrix using the plane as the near plane
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* The clipPlane is used to recompute the
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* This technique is known as the oblique near-plane clipping method introduced by Eric Lengyel
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* projectionMatrix using the plane as the near plane * This technique is known as the oblique near-plane clipping method introduced by Eric Lengyel
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* more info here
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* more info here
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* <ul>
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* <ul>
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* <li><a href="http://www.terathon.com/code/oblique.html">http://www.terathon.com/code/oblique.html</a>
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* <li><a href="http://www.terathon.com/code/oblique.html">http://www.terathon.com/code/oblique.html</a>
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@ -668,8 +668,8 @@ public class Camera implements Savable, Cloneable {
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}
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}
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/**
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/**
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* <code>setRotation</code> sets the orientation of this camera.
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* <code>setRotation</code> sets the orientation of this camera. This will
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* This will be equivelant to setting each of the axes:
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* be equivalent to setting each of the axes:
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* <code><br>
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* <code><br>
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* cam.setLeft(rotation.getRotationColumn(0));<br>
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* cam.setLeft(rotation.getRotationColumn(0));<br>
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* cam.setUp(rotation.getRotationColumn(1));<br>
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* cam.setUp(rotation.getRotationColumn(1));<br>
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@ -803,7 +803,7 @@ public class Camera implements Savable, Cloneable {
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}
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}
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/**
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/**
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* <code>lookAt</code> is a convienence method for auto-setting the frame
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* <code>lookAt</code> is a convenience method for auto-setting the frame
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* based on a world position the user desires the camera to look at. It
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* based on a world position the user desires the camera to look at. It
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* repoints the camera towards the given position using the difference
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* repoints the camera towards the given position using the difference
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* between the position and the current camera location as a direction
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* between the position and the current camera location as a direction
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@ -996,7 +996,7 @@ public class Camera implements Savable, Cloneable {
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/**
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/**
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* <code>contains</code> tests a bounding volume against the planes of the
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* <code>contains</code> tests a bounding volume against the planes of the
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* camera's frustum. The frustums planes are set such that the normals all
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* camera's frustum. The frustum's planes are set such that the normals all
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* face in towards the viewable scene. Therefore, if the bounding volume is
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* face in towards the viewable scene. Therefore, if the bounding volume is
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* on the negative side of the plane is can be culled out.
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* on the negative side of the plane is can be culled out.
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*
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*
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@ -269,7 +269,7 @@ public interface Renderer {
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/**
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/**
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* Renders <code>count</code> meshes, with the geometry data supplied.
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* Renders <code>count</code> meshes, with the geometry data supplied.
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* The shader which is currently set with <code>setShader</code> is
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* The shader which is currently set with <code>setShader</code> is
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* responsible for transforming the input verticies into clip space
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* responsible for transforming the input vertices into clip space
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* and shading it based on the given vertex attributes.
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* and shading it based on the given vertex attributes.
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* The int variable gl_InstanceID can be used to access the current
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* The int variable gl_InstanceID can be used to access the current
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* instance of the mesh being rendered inside the vertex shader.
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* instance of the mesh being rendered inside the vertex shader.
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