correct more typographical errors in comments
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@ -1,5 +1,5 @@
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/*
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* Copyright (c) 2009-2012 jMonkeyEngine
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* Copyright (c) 2009-2018 jMonkeyEngine
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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@ -954,7 +954,7 @@ public class PhysicsSpace {
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* determinism in physics. For example a maximum number of 2 can compensate
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* for framerates as low as 30fps when the physics has the default accuracy
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* of 60 fps. Note that setting this value too high can make the physics
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* drive down its own fps in case its overloaded.
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* drive down its own fps in case it's overloaded.
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*
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* @param steps The maximum number of extra steps, default is 4.
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*/
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@ -1,5 +1,5 @@
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/*
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* Copyright (c) 2009-2012 jMonkeyEngine
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* Copyright (c) 2009-2018 jMonkeyEngine
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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@ -122,7 +122,7 @@ public class JmeSystem {
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* Compresses a raw image into a stream.
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*
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* The encoding is performed via system libraries. On desktop, the encoding
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* is performed via ImageIO, whereas on Android, is is done via the
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* is performed via ImageIO, whereas on Android, is done via the
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* Bitmap class.
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*
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* @param outStream The stream where to write the image data.
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@ -1,5 +1,5 @@
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/**
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* Copyright (c) 2009-2012 jMonkeyEngine
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* Copyright (c) 2009-2018 jMonkeyEngine
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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@ -204,12 +204,12 @@ public class HelloPhysics extends SimpleApplication {
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rootNode.attachChild(ball_geo);
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/** Position the cannon ball */
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ball_geo.setLocalTranslation(cam.getLocation());
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/** Make the ball physcial with a mass > 0.0f */
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/** Make the ball physical with a mass > 0.0f */
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ball_phy = new RigidBodyControl(1f);
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/** Add physical ball to physics space. */
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ball_geo.addControl(ball_phy);
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bulletAppState.getPhysicsSpace().add(ball_phy);
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/** Accelerate the physcial ball to shoot it. */
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/** Accelerate the physical ball to shoot it. */
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ball_phy.setLinearVelocity(cam.getDirection().mult(25));
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}
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@ -1,5 +1,5 @@
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/*
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* Copyright (c) 2009-2012 jMonkeyEngine
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* Copyright (c) 2009-2018 jMonkeyEngine
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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@ -827,7 +827,7 @@ public class PhysicsSpace {
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* when the fps is below the physics fps. Doing this maintains determinism in physics.
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* For example a maximum number of 2 can compensate for framerates as low as 30fps
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* when the physics has the default accuracy of 60 fps. Note that setting this
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* value too high can make the physics drive down its own fps in case its overloaded.
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* value too high can make the physics drive down its own fps in case it's overloaded.
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* @param steps The maximum number of extra steps, default is 4.
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*/
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public void setMaxSubSteps(int steps) {
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@ -1,5 +1,5 @@
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/*
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* Copyright (c) 2009-2012 jMonkeyEngine
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* Copyright (c) 2009-2018 jMonkeyEngine
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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@ -152,7 +152,7 @@ public class KernelAdapter extends Thread
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* than for any user-code safety. 99% of the time the user code should
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* be writing for multithreaded access anyway.
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*
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* <p>The issue with the messages is that if a an implementation is
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* <p>The issue with the messages is that if an implementation is
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* using a general thread pool then it would be possible for a
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* naive implementation to have one thread grab an Envelope from
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* connection 1's and another grab the next Envelope. Since an Envelope
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@ -150,7 +150,7 @@ public class RmiHostedService extends AbstractHostedService {
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* Set to true if all new connections should automatically have RMI hosting started.
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* Set to false if the game-specific connection setup will call startHostingOnConnection()
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* after some connection setup is done (for example, logging in). Note: generally
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* is is safe to autohost RMI as long as callers are careful about what they've added
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* is safe to autohost RMI as long as callers are careful about what they've added
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* using shareGlobal(). One reasonable use-case is to shareGlobal() some kind of login
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* service and nothing else. All other shared objects would then be added as connection
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* specific objects during successful login processing.
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@ -72,7 +72,7 @@ public class SceneLoader implements AssetLoader {
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// Scene objects
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private Map<Long, FbxObject> allObjects = new HashMap<>(); // All supported FBX objects
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private Map<Long, FbxSkin> skinMap = new HashMap<>(); // Skin for bone clusters
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private Map<Long, FbxObject> alayerMap = new HashMap<>(); // Amination layers
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private Map<Long, FbxObject> alayerMap = new HashMap<>(); // Animation layers
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public Map<Long, FbxNode> modelMap = new HashMap<>(); // Nodes
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private Map<Long, FbxNode> limbMap = new HashMap<>(); // Nodes that are actually bones
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private Map<Long, FbxBindPose> bindMap = new HashMap<>(); // Node bind poses
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@ -309,7 +309,7 @@ public class SceneLoader implements AssetLoader {
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animList.add(layer.name, layer.name, 0, -1);
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}
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}
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// Extract aminations
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// Extract animations
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HashMap<String, Animation> anims = new HashMap<String, Animation>();
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for(AnimInverval animInfo : animList.list) {
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float realLength = 0;
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@ -301,7 +301,7 @@ public class VRAppState extends AbstractAppState {
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}
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/**
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* 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}.
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* 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}.
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* @param observer the scene observer.
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*/
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public void setObserver(Spatial observer) {
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