correct core comments and standardize line endings as discussed at http://hub.jmonkeyengine.org/forum/topic/typos-in-com-jme3-mathrendererpost/

experimental
sgold@sonic.net 11 years ago
parent a2855c1cf0
commit 98ffe52c77
  1. 4
      jme3-core/src/main/java/com/jme3/math/ColorRGBA.java
  2. 9
      jme3-core/src/main/java/com/jme3/math/CurveAndSurfaceMath.java
  3. 23
      jme3-core/src/main/java/com/jme3/math/FastMath.java
  4. 14
      jme3-core/src/main/java/com/jme3/post/Filter.java
  5. 16
      jme3-core/src/main/java/com/jme3/renderer/Camera.java
  6. 2
      jme3-core/src/main/java/com/jme3/renderer/Renderer.java

@ -309,9 +309,9 @@ public final class ColorRGBA implements Savable, Cloneable, java.io.Serializable
* Sets this <code>ColorRGBA</code> to the interpolation by changeAmnt from * Sets this <code>ColorRGBA</code> to the interpolation by changeAmnt from
* beginColor to finalColor: * beginColor to finalColor:
* this=(1-changeAmnt)*beginColor + changeAmnt * finalColor * this=(1-changeAmnt)*beginColor + changeAmnt * finalColor
* @param beginColor The begining color (changeAmnt=0). * @param beginColor The beginning color (changeAmnt=0).
* @param finalColor The final color to interpolate towards (changeAmnt=1). * @param finalColor The final color to interpolate towards (changeAmnt=1).
* @param changeAmnt An amount between 0.0 - 1.0 representing a precentage * @param changeAmnt An amount between 0.0 - 1.0 representing a percentage
* change from beginColor towards finalColor. * change from beginColor towards finalColor.
*/ */
public void interpolate(ColorRGBA beginColor, ColorRGBA finalColor, float changeAmnt) { public void interpolate(ColorRGBA beginColor, ColorRGBA finalColor, float changeAmnt) {

@ -42,12 +42,13 @@ public class CurveAndSurfaceMath {
private static final float KNOTS_MINIMUM_DELTA = 0.0001f; private static final float KNOTS_MINIMUM_DELTA = 0.0001f;
/** /**
* A private constructor is defined to avoid instatiation of this class. * A private constructor is defined to avoid instantiation of this
*/ * class.
*/
private CurveAndSurfaceMath() {} private CurveAndSurfaceMath() {}
/** /**
* This method interpolates tha data for the nurbs curve. * This method interpolates the data for the nurbs curve.
* @param u * @param u
* the u value * the u value
* @param nurbSpline * @param nurbSpline
@ -76,7 +77,7 @@ public class CurveAndSurfaceMath {
} }
/** /**
* This method interpolates tha data for the nurbs surface. * This method interpolates the data for the nurbs surface.
* *
* @param u * @param u
* the u value * the u value

@ -98,7 +98,7 @@ final public class FastMath {
* @param scale * @param scale
* scale value to use. if 1, use endValue, if 0, use startValue. * scale value to use. if 1, use endValue, if 0, use startValue.
* @param startValue * @param startValue
* Begining value. 0% of f * Beginning value. 0% of f
* @param endValue * @param endValue
* ending value. 100% of f * ending value. 100% of f
* @return The interpolated value between startValue and endValue. * @return The interpolated value between startValue and endValue.
@ -123,7 +123,7 @@ final public class FastMath {
* @param scale * @param scale
* scale value to use. if 1, use endValue, if 0, use startValue. * scale value to use. if 1, use endValue, if 0, use startValue.
* @param startValue * @param startValue
* Begining value. 0% of f * Beginning value. 0% of f
* @param endValue * @param endValue
* ending value. 100% of f * ending value. 100% of f
* @param store a vector3f to store the result * @param store a vector3f to store the result
@ -146,7 +146,7 @@ final public class FastMath {
* @param scale * @param scale
* scale value to use. if 1, use endValue, if 0, use startValue. * scale value to use. if 1, use endValue, if 0, use startValue.
* @param startValue * @param startValue
* Begining value. 0% of f * Beginning value. 0% of f
* @param endValue * @param endValue
* ending value. 100% of f * ending value. 100% of f
* @return The interpolated value between startValue and endValue. * @return The interpolated value between startValue and endValue.
@ -224,7 +224,7 @@ final public class FastMath {
* @param p1 control point 1 * @param p1 control point 1
* @param p2 control point 2 * @param p2 control point 2
* @param p3 control point 3 * @param p3 control point 3
* @return catmull-Rom interpolation * @return CatmullRom interpolation
*/ */
public static float interpolateCatmullRom(float u, float T, float p0, float p1, float p2, float p3) { public static float interpolateCatmullRom(float u, float T, float p0, float p1, float p2, float p3) {
float c1, c2, c3, c4; float c1, c2, c3, c4;
@ -251,7 +251,7 @@ final public class FastMath {
* @param p2 control point 2 * @param p2 control point 2
* @param p3 control point 3 * @param p3 control point 3
* @param store a Vector3f to store the result * @param store a Vector3f to store the result
* @return catmull-Rom interpolation * @return CatmullRom interpolation
*/ */
public static Vector3f interpolateCatmullRom(float u, float T, Vector3f p0, Vector3f p1, Vector3f p2, Vector3f p3, Vector3f store) { public static Vector3f interpolateCatmullRom(float u, float T, Vector3f p0, Vector3f p1, Vector3f p2, Vector3f p3, Vector3f store) {
if (store == null) { if (store == null) {
@ -263,8 +263,9 @@ final public class FastMath {
return store; return store;
} }
/**Interpolate a spline between at least 4 control points following the Catmull-Rom equation. /**
* here is the interpolation matrix * Interpolate a spline between at least 4 control points using the
* Catmull-Rom equation. Here is the interpolation matrix:
* m = [ 0.0 1.0 0.0 0.0 ] * m = [ 0.0 1.0 0.0 0.0 ]
* [-T 0.0 T 0.0 ] * [-T 0.0 T 0.0 ]
* [ 2T T-3 3-2T -T ] * [ 2T T-3 3-2T -T ]
@ -277,7 +278,7 @@ final public class FastMath {
* @param p1 control point 1 * @param p1 control point 1
* @param p2 control point 2 * @param p2 control point 2
* @param p3 control point 3 * @param p3 control point 3
* @return catmull-Rom interpolation * @return CatmullRom interpolation
*/ */
public static Vector3f interpolateCatmullRom(float u, float T, Vector3f p0, Vector3f p1, Vector3f p2, Vector3f p3) { public static Vector3f interpolateCatmullRom(float u, float T, Vector3f p0, Vector3f p1, Vector3f p2, Vector3f p3) {
return interpolateCatmullRom(u, T, p0, p1, p2, p3, null); return interpolateCatmullRom(u, T, p0, p1, p2, p3, null);
@ -354,7 +355,7 @@ final public class FastMath {
} }
/** /**
* Compute the lenght on a catmull rom spline between control point 1 and 2 * Compute the length of a CatmullRom spline between control points 1 and 2
* @param p0 control point 0 * @param p0 control point 0
* @param p1 control point 1 * @param p1 control point 1
* @param p2 control point 2 * @param p2 control point 2
@ -390,7 +391,7 @@ final public class FastMath {
} }
/** /**
* Compute the lenght on a bezier spline between control point 1 and 2 * Compute the length on a Bezier spline between control points 1 and 2.
* @param p0 control point 0 * @param p0 control point 0
* @param p1 control point 1 * @param p1 control point 1
* @param p2 control point 2 * @param p2 control point 2
@ -588,7 +589,7 @@ final public class FastMath {
/** /**
* Returns the value squared. fValue ^ 2 * Returns the value squared. fValue ^ 2
* @param fValue The vaule to square. * @param fValue The value to square.
* @return The square of the given value. * @return The square of the given value.
*/ */
public static float sqr(float fValue) { public static float sqr(float fValue) {

@ -51,12 +51,12 @@ import java.util.List;
/** /**
* Filters are 2D effects applied to the rendered scene.<br> * Filters are 2D effects applied to the rendered scene.<br>
* The filter is fed with the rendered scene image rendered in an offscreen frame buffer.<br> * The filter is fed with the rendered scene image rendered in an offscreen frame buffer.<br>
* This texture is applied on a fullscreen quad, with a special material.<br> * This texture is applied on a full-screen quad with a special material.<br>
* This material uses a shader that aplly the desired effect to the scene texture.<br> * This material uses a shader that applies the desired effect to the scene texture.<br>
* <br> * <br>
* This class is abstract, any Filter must extend it.<br> * This class is abstract, any Filter must extend it.<br>
* Any filter holds a frameBuffer and a texture<br> * Any filter holds a frameBuffer and a texture<br>
* The getMaterial must return a Material that use a GLSL shader immplementing the desired effect<br> * The getMaterial must return a Material that use a GLSL shader implementing the desired effect<br>
* *
* @author Rémy Bouquet aka Nehon * @author Rémy Bouquet aka Nehon
*/ */
@ -216,7 +216,7 @@ public abstract class Filter implements Savable {
} }
/** /**
* contruct a Filter * construct a Filter
*/ */
protected Filter() { protected Filter() {
this("filter"); this("filter");
@ -301,7 +301,7 @@ public abstract class Filter implements Savable {
/** /**
* Override this method if you want to modify parameters according to tpf before the rendering of the frame. * Override this method if you want to modify parameters according to tpf before the rendering of the frame.
* This is usefull for animated filters * This is useful for animated filters
* Also it can be the place to render pre passes * Also it can be the place to render pre passes
* @param tpf the time used to render the previous frame * @param tpf the time used to render the previous frame
*/ */
@ -428,7 +428,7 @@ public abstract class Filter implements Savable {
} }
/** /**
* returns ttrue if the filter is enabled * returns true if the filter is enabled
* @return enabled * @return enabled
*/ */
public boolean isEnabled() { public boolean isEnabled() {
@ -449,7 +449,7 @@ public abstract class Filter implements Savable {
* Note that buffer will be null if the filter is the last one in the stack * Note that buffer will be null if the filter is the last one in the stack
* and has been rendered to screen * and has been rendered to screen
* @param r the renderer * @param r the renderer
* @param buffer the framebuffer on hich the filtre has been rendered. * @param buffer the framebuffer on which the filter has been rendered.
*/ */
protected void postFilter(Renderer r, FrameBuffer buffer){ protected void postFilter(Renderer r, FrameBuffer buffer){
} }

@ -287,8 +287,8 @@ public class Camera implements Savable, Cloneable {
} }
/** /**
* This method copise the settings of the given camera. * This method copies the settings of the given camera.
* *
* @param cam * @param cam
* the camera we copy the settings from * the camera we copy the settings from
*/ */
@ -368,8 +368,8 @@ public class Camera implements Savable, Cloneable {
/** /**
* Sets a clipPlane for this camera. * Sets a clipPlane for this camera.
* The cliPlane is used to recompute the projectionMatrix using the plane as the near plane * The clipPlane is used to recompute the
* This technique is known as the oblique near-plane clipping method introduced by Eric Lengyel * projectionMatrix using the plane as the near plane * This technique is known as the oblique near-plane clipping method introduced by Eric Lengyel
* more info here * more info here
* <ul> * <ul>
* <li><a href="http://www.terathon.com/code/oblique.html">http://www.terathon.com/code/oblique.html</a> * <li><a href="http://www.terathon.com/code/oblique.html">http://www.terathon.com/code/oblique.html</a>
@ -668,8 +668,8 @@ public class Camera implements Savable, Cloneable {
} }
/** /**
* <code>setRotation</code> sets the orientation of this camera. * <code>setRotation</code> sets the orientation of this camera. This will
* This will be equivelant to setting each of the axes: * be equivalent to setting each of the axes:
* <code><br> * <code><br>
* cam.setLeft(rotation.getRotationColumn(0));<br> * cam.setLeft(rotation.getRotationColumn(0));<br>
* cam.setUp(rotation.getRotationColumn(1));<br> * cam.setUp(rotation.getRotationColumn(1));<br>
@ -803,7 +803,7 @@ public class Camera implements Savable, Cloneable {
} }
/** /**
* <code>lookAt</code> is a convienence method for auto-setting the frame * <code>lookAt</code> is a convenience method for auto-setting the frame
* based on a world position the user desires the camera to look at. It * based on a world position the user desires the camera to look at. It
* repoints the camera towards the given position using the difference * repoints the camera towards the given position using the difference
* between the position and the current camera location as a direction * between the position and the current camera location as a direction
@ -996,7 +996,7 @@ public class Camera implements Savable, Cloneable {
/** /**
* <code>contains</code> tests a bounding volume against the planes of the * <code>contains</code> tests a bounding volume against the planes of the
* camera's frustum. The frustums planes are set such that the normals all * camera's frustum. The frustum's planes are set such that the normals all
* face in towards the viewable scene. Therefore, if the bounding volume is * face in towards the viewable scene. Therefore, if the bounding volume is
* on the negative side of the plane is can be culled out. * on the negative side of the plane is can be culled out.
* *

@ -269,7 +269,7 @@ public interface Renderer {
/** /**
* Renders <code>count</code> meshes, with the geometry data supplied. * Renders <code>count</code> meshes, with the geometry data supplied.
* The shader which is currently set with <code>setShader</code> is * The shader which is currently set with <code>setShader</code> is
* responsible for transforming the input verticies into clip space * responsible for transforming the input vertices into clip space
* and shading it based on the given vertex attributes. * and shading it based on the given vertex attributes.
* The int variable gl_InstanceID can be used to access the current * The int variable gl_InstanceID can be used to access the current
* instance of the mesh being rendered inside the vertex shader. * instance of the mesh being rendered inside the vertex shader.

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