comment corrections in jme3-vr: mostly spelling and grammar
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21425f81ef
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d17049e8ac
@ -1,7 +1,7 @@
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package com.jme3.app;
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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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@ -117,7 +117,7 @@ public class VRAppState extends AbstractAppState {
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}
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/**
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* Create a new VR app state with given settings. The app state relies on the the given {@link VREnvironment VR environment}.
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* Create a new VR app state with given settings. The app state relies on the given {@link VREnvironment VR environment}.
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* @param settings the settings to use.
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* @param environment the {@link VREnvironment VR environment} that this app state is using.
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*/
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@ -146,9 +146,9 @@ public class VRAppState extends AbstractAppState {
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}
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/**
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* Set the frustrum values for the application.
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* @param near the frustrum near value.
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* @param far the frustrum far value.
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* Set the frustum values for the application.
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* @param near the frustum near value.
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* @param far the frustum far value.
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*/
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public void setFrustrumNearFar(float near, float far) {
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fNear = near;
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@ -332,9 +332,9 @@ public abstract class VRApplication implements Application, SystemListener {
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}
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/**
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* Set the frustrum values for the application.
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* @param near the frustrum near value.
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* @param far the frustrum far value.
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* Set the frustum values for the application.
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* @param near the frustum near value.
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* @param far the frustum far value.
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*/
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public void setFrustrumNearFar(float near, float far) {
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fNear = near;
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@ -1006,7 +1006,7 @@ public abstract class VRApplication implements Application, SystemListener {
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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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@ -219,7 +219,7 @@ public class VREnvironment {
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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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@ -237,7 +237,7 @@ public class OculusVR implements VRAPI {
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hmdRelativeEyePositions[eye] = new Vector3f();
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// Find the eye render information - we use this in the
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// view manager for giving LibOVR it's timewarp information.
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// view manager for giving LibOVR its timewarp information.
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eyeRenderDesc[eye] = OVREyeRenderDesc.malloc();
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ovr_GetRenderDesc(session, eye, fovPorts[eye], eyeRenderDesc[eye]);
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@ -1,5 +1,5 @@
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/*
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* Copyright (c) 2009-2017 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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@ -233,12 +233,12 @@ public class OculusViewManager extends AbstractVRViewManager {
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private void setupCamerasAndViews() {
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// TODO: Use LobOVR IPD etc
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if (environment != null) {
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// get desired frustrum from original camera
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// get desired frustum from original camera
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Camera origCam = environment.getCamera();
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float fFar = origCam.getFrustumFar();
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float fNear = origCam.getFrustumNear();
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// restore frustrum on distortion scene cam, if needed
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// restore frustum on distortion scene cam, if needed
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if (environment.isInstanceRendering()) {
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leftCamera = origCam;
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} else {
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@ -497,12 +497,12 @@ public class OpenVRViewManager extends AbstractVRViewManager {
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private void setupCamerasAndViews() {
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if (environment != null){
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// get desired frustrum from original camera
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// get desired frustum from original camera
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Camera origCam = environment.getCamera();
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float fFar = origCam.getFrustumFar();
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float fNear = origCam.getFrustumNear();
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// restore frustrum on distortion scene cam, if needed
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// restore frustum on distortion scene cam, if needed
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if( environment.isInstanceRendering() ) {
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leftCamera = origCam;
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} else if( environment.compositorAllowed() == false ) {
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@ -607,7 +607,7 @@ public class OSVRViewManager extends AbstractVRViewManager{
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if (environment != null){
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if (environment.getApplication() != null){
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// get desired frustrum from original camera
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// get desired frustum from original camera
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Camera origCam = environment.getCamera();
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float fFar = origCam.getFrustumFar();
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float fNear = origCam.getFrustumNear();
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@ -617,7 +617,7 @@ public class OSVRViewManager extends AbstractVRViewManager{
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((OSVR)environment.getVRHardware()).getEyeInfo();
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}
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// restore frustrum on distortion scene cam, if needed
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// restore frustum on distortion scene cam, if needed
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if( environment.isInstanceRendering() ) {
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leftCamera = origCam;
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} else if( environment.compositorAllowed() == false ) {
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@ -1,7 +1,7 @@
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package com.jme3.shadow;
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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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@ -186,7 +186,7 @@ public abstract class AbstractShadowFilterVR<T extends AbstractShadowRendererVR>
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}
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/**
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* returns the shdaow intensity
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* returns the shadow intensity
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*
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* @see #setShadowIntensity(float shadowIntensity)
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* @return shadowIntensity
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@ -309,7 +309,7 @@ public abstract class AbstractShadowFilterVR<T extends AbstractShadowRendererVR>
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/**
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* Get the the edge filtering mode.
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* Get the edge filtering mode.
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* @return the edge filtering mode.
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*/
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public EdgeFilteringMode getEdgeFilteringMode() {
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@ -1,7 +1,7 @@
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package com.jme3.shadow;
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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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@ -487,7 +487,7 @@ public abstract class AbstractShadowRendererVR implements SceneProcessor, Savabl
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getReceivers(lightReceivers);
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if (lightReceivers.size() != 0) {
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//setting params to recieving geometry list
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//setting params to receiving geometry list
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setMatParams(lightReceivers);
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Camera cam = viewPort.getCamera();
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@ -1,7 +1,7 @@
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package com.jme3.shadow;
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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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@ -43,10 +43,10 @@ import java.io.IOException;
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/**
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*
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* This Filter does basically the same as a DirectionalLightShadowRenderer
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* except it renders the post shadow pass as a fulscreen quad pass instead of a
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* except it renders the post shadow pass as a fullscreen quad pass instead of a
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* geometry pass. It's mostly faster than PssmShadowRenderer as long as you have
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* more than a about ten shadow recieving objects. The expense is the draw back
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* that the shadow Recieve mode set on spatial is ignored. So basically all and
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* more than a about ten shadow receiving objects. The expense is the draw back
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* that the shadow Receive mode set on spatial is ignored. So basically all and
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* only objects that render depth in the scene receive shadows. See this post
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* for more details
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* http://jmonkeyengine.org/groups/general-2/forum/topic/silly-question-about-shadow-rendering/#post-191599
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@ -106,7 +106,7 @@ public class DirectionalLightShadowFilterVR extends AbstractShadowFilterVR<Direc
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}
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/**
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* returns the labda parameter
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* returns the lambda parameter
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*
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* @see #setLambda(float lambda)
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* @return lambda
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@ -117,12 +117,12 @@ public class DirectionalLightShadowFilterVR extends AbstractShadowFilterVR<Direc
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/**
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* Adjust the repartition of the different shadow maps in the shadow extend
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* usualy goes from 0.0 to 1.0 a low value give a more linear repartition
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* usually goes from 0.0 to 1.0 a low value give a more linear repartition
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* resulting in a constant quality in the shadow over the extends, but near
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* shadows could look very jagged a high value give a more logarithmic
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* repartition resulting in a high quality for near shadows, but the quality
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* quickly decrease over the extend. the default value is set to 0.65f
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* (theoric optimal value).
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* (theoretic optimal value).
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*
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* @param lambda the lambda value.
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*/
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@ -140,8 +140,8 @@ public class DirectionalLightShadowFilterVR extends AbstractShadowFilterVR<Direc
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}
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/**
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* Enables the stabilization of the shadows's edges. (default is <code>true</code>)
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* This prevents shadows' edges to flicker when the camera moves
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* Enables the stabilization of the shadow's edges. (default is <code>true</code>)
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* This prevents shadow edges from flickering when the camera moves.
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* However it can lead to some shadow quality loss in some particular scenes.
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* @param stabilize <code>true</code> if the stabilization has to be enabled and <code>false</code> otherwise.
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* @see #isEnabledStabilization()
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@ -1,7 +1,7 @@
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package com.jme3.shadow;
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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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@ -53,11 +53,11 @@ import com.jme3.shadow.ShadowUtil;
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import java.io.IOException;
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/**
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* DirectionalLightShadowRenderer renderer use Parrallel Split Shadow Mapping
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* DirectionalLightShadowRenderer renderer use Parallel Split Shadow Mapping
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* technique (pssm)<br> It splits the view frustum in several parts and compute
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* a shadow map for each one.<br> splits are distributed so that the closer they
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* are from the camera, the smaller they are to maximize the resolution used of
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* the shadow map.<br> This result in a better quality shadow than standard
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* the shadow map.<br> This results in a better quality shadow than standard
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* shadow mapping.<br> for more informations on this read this <a
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* href="http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html">http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html</a><br>
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* <p/>
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@ -77,7 +77,7 @@ public class DirectionalLightShadowRendererVR extends AbstractShadowRendererVR {
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private boolean stabilize = true;
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/**
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* Used for serialzation use
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* Used for serialization use
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* DirectionalLightShadowRenderer#DirectionalLightShadowRenderer(AssetManager
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* assetManager, int shadowMapSize, int nbSplits)
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*/
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@ -182,7 +182,7 @@ public class DirectionalLightShadowRendererVR extends AbstractShadowRendererVR {
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// update frustum points based on current camera and split
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ShadowUtil.updateFrustumPoints(viewPort.getCamera(), splitsArray[shadowMapIndex], splitsArray[shadowMapIndex + 1], 1.0f, points);
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//Updating shadow cam with curent split frustra
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//Updating shadow cam with current split frusta
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if (lightReceivers.size()==0) {
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for (Spatial scene : viewPort.getScenes()) {
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ShadowUtil.getGeometriesInCamFrustum(scene, viewPort.getCamera(), RenderQueue.ShadowMode.Receive, lightReceivers);
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@ -231,7 +231,7 @@ public class DirectionalLightShadowRendererVR extends AbstractShadowRendererVR {
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}
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/**
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* returns the labda parameter see #setLambda(float lambda)
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* returns the lambda parameter see #setLambda(float lambda)
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*
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* @return lambda
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*/
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@ -241,10 +241,10 @@ public class DirectionalLightShadowRendererVR extends AbstractShadowRendererVR {
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/**
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* Adjust the repartition of the different shadow maps in the shadow extend
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* usualy goes from 0.0 to 1.0
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* usually goes from 0.0 to 1.0
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* a low value give a more linear repartition resulting in a constant quality in the shadow over the extends, but near shadows could look very jagged
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* a high value give a more logarithmic repartition resulting in a high quality for near shadows, but the quality quickly decrease over the extend.
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* the default value is set to 0.65f (theoric optimal value).
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* the default value is set to 0.65f (theoretic optimal value).
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* @param lambda the lambda value.
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*/
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public void setLambda(float lambda) {
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@ -260,8 +260,8 @@ public class DirectionalLightShadowRendererVR extends AbstractShadowRendererVR {
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}
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/**
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* Enables the stabilization of the shadows's edges. (default is true)
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* This prevents shadows' edges to flicker when the camera moves
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* Enables the stabilization of the shadow's edges. (default is true)
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* This prevents shadow edges from flickering when the camera moves.
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* However it can lead to some shadow quality loss in some particular scenes.
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* @param stabilize <code>true</code> if stabilization has to be enabled and <code>false</code> otherwise.
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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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@ -35,11 +35,11 @@ import com.jme3.asset.AssetManager;
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import com.jme3.shadow.DirectionalLightShadowRenderer;
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/**
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* DirectionalLightShadowRenderer renderer use Parrallel Split Shadow Mapping
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* DirectionalLightShadowRenderer renderer use Parallel Split Shadow Mapping
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* technique (pssm)<br> It splits the view frustum in several parts and compute
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* a shadow map for each one.<br> splits are distributed so that the closer they
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* are from the camera, the smaller they are to maximize the resolution used of
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* the shadow map.<br> This result in a better quality shadow than standard
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* the shadow map.<br> This results in a better quality shadow than standard
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* shadow mapping.<br> for more informations on this read this <a
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* href="http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html">http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html</a><br>
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* <p/>
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@ -1,7 +1,7 @@
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package com.jme3.system.lwjgl;
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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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@ -101,7 +101,7 @@ public abstract class LwjglWindowVR extends LwjglContextVR implements Runnable {
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}
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/**
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* Set the title if its a windowed display
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* Set the title if it's a windowed display
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*
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* @param title the title to set
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*/
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@ -112,7 +112,7 @@ public abstract class LwjglWindowVR extends LwjglContextVR implements Runnable {
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}
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/**
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* Restart if its a windowed or full-screen display.
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* Restart if it's a windowed or full-screen display.
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*/
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public void restart() {
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if (created.get()) {
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