correct more typographical errors in comments

empirephoenix-patch-1
Stephen Gold 7 years ago
parent c87af1c2aa
commit bc624f1f73
  1. 4
      jme3-bullet/src/main/java/com/jme3/bullet/PhysicsSpace.java
  2. 4
      jme3-core/src/main/java/com/jme3/system/JmeSystem.java
  3. 6
      jme3-examples/src/main/java/jme3test/helloworld/HelloPhysics.java
  4. 4
      jme3-jbullet/src/main/java/com/jme3/bullet/PhysicsSpace.java
  5. 4
      jme3-networking/src/main/java/com/jme3/network/base/KernelAdapter.java
  6. 2
      jme3-networking/src/main/java/com/jme3/network/service/rmi/RmiHostedService.java
  7. 4
      jme3-plugins/src/fbx/java/com/jme3/scene/plugins/fbx/SceneLoader.java
  8. 2
      jme3-vr/src/main/java/com/jme3/app/VRAppState.java

@ -1,5 +1,5 @@
/* /*
* Copyright (c) 2009-2012 jMonkeyEngine * Copyright (c) 2009-2018 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
@ -954,7 +954,7 @@ public class PhysicsSpace {
* determinism in physics. For example a maximum number of 2 can compensate * determinism in physics. For example a maximum number of 2 can compensate
* for framerates as low as 30fps when the physics has the default accuracy * for framerates as low as 30fps when the physics has the default accuracy
* of 60 fps. Note that setting this value too high can make the physics * of 60 fps. Note that setting this value too high can make the physics
* drive down its own fps in case its overloaded. * drive down its own fps in case it's overloaded.
* *
* @param steps The maximum number of extra steps, default is 4. * @param steps The maximum number of extra steps, default is 4.
*/ */

@ -1,5 +1,5 @@
/* /*
* Copyright (c) 2009-2012 jMonkeyEngine * Copyright (c) 2009-2018 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
@ -122,7 +122,7 @@ public class JmeSystem {
* Compresses a raw image into a stream. * Compresses a raw image into a stream.
* *
* The encoding is performed via system libraries. On desktop, the encoding * The encoding is performed via system libraries. On desktop, the encoding
* is performed via ImageIO, whereas on Android, is is done via the * is performed via ImageIO, whereas on Android, is done via the
* Bitmap class. * Bitmap class.
* *
* @param outStream The stream where to write the image data. * @param outStream The stream where to write the image data.

@ -1,5 +1,5 @@
/** /**
* Copyright (c) 2009-2012 jMonkeyEngine * Copyright (c) 2009-2018 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
@ -204,12 +204,12 @@ public class HelloPhysics extends SimpleApplication {
rootNode.attachChild(ball_geo); rootNode.attachChild(ball_geo);
/** Position the cannon ball */ /** Position the cannon ball */
ball_geo.setLocalTranslation(cam.getLocation()); ball_geo.setLocalTranslation(cam.getLocation());
/** Make the ball physcial with a mass > 0.0f */ /** Make the ball physical with a mass > 0.0f */
ball_phy = new RigidBodyControl(1f); ball_phy = new RigidBodyControl(1f);
/** Add physical ball to physics space. */ /** Add physical ball to physics space. */
ball_geo.addControl(ball_phy); ball_geo.addControl(ball_phy);
bulletAppState.getPhysicsSpace().add(ball_phy); bulletAppState.getPhysicsSpace().add(ball_phy);
/** Accelerate the physcial ball to shoot it. */ /** Accelerate the physical ball to shoot it. */
ball_phy.setLinearVelocity(cam.getDirection().mult(25)); ball_phy.setLinearVelocity(cam.getDirection().mult(25));
} }

@ -1,5 +1,5 @@
/* /*
* Copyright (c) 2009-2012 jMonkeyEngine * Copyright (c) 2009-2018 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
@ -827,7 +827,7 @@ public class PhysicsSpace {
* when the fps is below the physics fps. Doing this maintains determinism in physics. * when the fps is below the physics fps. Doing this maintains determinism in physics.
* For example a maximum number of 2 can compensate for framerates as low as 30fps * For example a maximum number of 2 can compensate for framerates as low as 30fps
* when the physics has the default accuracy of 60 fps. Note that setting this * when the physics has the default accuracy of 60 fps. Note that setting this
* value too high can make the physics drive down its own fps in case its overloaded. * value too high can make the physics drive down its own fps in case it's overloaded.
* @param steps The maximum number of extra steps, default is 4. * @param steps The maximum number of extra steps, default is 4.
*/ */
public void setMaxSubSteps(int steps) { public void setMaxSubSteps(int steps) {

@ -1,5 +1,5 @@
/* /*
* Copyright (c) 2009-2012 jMonkeyEngine * Copyright (c) 2009-2018 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
@ -152,7 +152,7 @@ public class KernelAdapter extends Thread
* than for any user-code safety. 99% of the time the user code should * than for any user-code safety. 99% of the time the user code should
* be writing for multithreaded access anyway. * be writing for multithreaded access anyway.
* *
* <p>The issue with the messages is that if a an implementation is * <p>The issue with the messages is that if an implementation is
* using a general thread pool then it would be possible for a * using a general thread pool then it would be possible for a
* naive implementation to have one thread grab an Envelope from * naive implementation to have one thread grab an Envelope from
* connection 1's and another grab the next Envelope. Since an Envelope * connection 1's and another grab the next Envelope. Since an Envelope

@ -150,7 +150,7 @@ public class RmiHostedService extends AbstractHostedService {
* Set to true if all new connections should automatically have RMI hosting started. * Set to true if all new connections should automatically have RMI hosting started.
* Set to false if the game-specific connection setup will call startHostingOnConnection() * Set to false if the game-specific connection setup will call startHostingOnConnection()
* after some connection setup is done (for example, logging in). Note: generally * after some connection setup is done (for example, logging in). Note: generally
* is is safe to autohost RMI as long as callers are careful about what they've added * is safe to autohost RMI as long as callers are careful about what they've added
* using shareGlobal(). One reasonable use-case is to shareGlobal() some kind of login * using shareGlobal(). One reasonable use-case is to shareGlobal() some kind of login
* service and nothing else. All other shared objects would then be added as connection * service and nothing else. All other shared objects would then be added as connection
* specific objects during successful login processing. * specific objects during successful login processing.

@ -72,7 +72,7 @@ public class SceneLoader implements AssetLoader {
// Scene objects // Scene objects
private Map<Long, FbxObject> allObjects = new HashMap<>(); // All supported FBX objects private Map<Long, FbxObject> allObjects = new HashMap<>(); // All supported FBX objects
private Map<Long, FbxSkin> skinMap = new HashMap<>(); // Skin for bone clusters private Map<Long, FbxSkin> skinMap = new HashMap<>(); // Skin for bone clusters
private Map<Long, FbxObject> alayerMap = new HashMap<>(); // Amination layers private Map<Long, FbxObject> alayerMap = new HashMap<>(); // Animation layers
public Map<Long, FbxNode> modelMap = new HashMap<>(); // Nodes public Map<Long, FbxNode> modelMap = new HashMap<>(); // Nodes
private Map<Long, FbxNode> limbMap = new HashMap<>(); // Nodes that are actually bones private Map<Long, FbxNode> limbMap = new HashMap<>(); // Nodes that are actually bones
private Map<Long, FbxBindPose> bindMap = new HashMap<>(); // Node bind poses private Map<Long, FbxBindPose> bindMap = new HashMap<>(); // Node bind poses
@ -309,7 +309,7 @@ public class SceneLoader implements AssetLoader {
animList.add(layer.name, layer.name, 0, -1); animList.add(layer.name, layer.name, 0, -1);
} }
} }
// Extract aminations // Extract animations
HashMap<String, Animation> anims = new HashMap<String, Animation>(); HashMap<String, Animation> anims = new HashMap<String, Animation>();
for(AnimInverval animInfo : animList.list) { for(AnimInverval animInfo : animList.list) {
float realLength = 0; float realLength = 0;

@ -301,7 +301,7 @@ public class VRAppState extends AbstractAppState {
} }
/** /**
* Set the scene observer. The VR headset will be linked to it. If no observer is set, the VR headset is linked to the the application {@link #getCamera() camera}. * Set the scene observer. The VR headset will be linked to it. If no observer is set, the VR headset is linked to the application {@link #getCamera() camera}.
* @param observer the scene observer. * @param observer the scene observer.
*/ */
public void setObserver(Spatial observer) { public void setObserver(Spatial observer) {

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