From ddd12b88b8f2ecd86047e63d37e1a62b62bea701 Mon Sep 17 00:00:00 2001 From: "nor..67" Date: Mon, 17 Feb 2014 14:14:32 +0000 Subject: [PATCH] SDK: - update documentation git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@11061 75d07b2b-3a1a-0410-a2c5-0572b91ccdca --- .../gde/docs/jme3/advanced/3d_models.html | 2 +- .../jme3/advanced/application_states.html | 34 +-- .../jme3/gde/docs/jme3/advanced/audio.html | 31 +- .../capture_audio_video_to_a_file.html | 8 +- .../gde/docs/jme3/advanced/cinematics.html | 38 +-- .../docs/jme3/advanced/custom_controls.html | 29 +- .../gde/docs/jme3/advanced/debugging.html | 26 +- .../docs/jme3/advanced/effects_overview.html | 53 +++- .../docs/jme3/advanced/input_handling.html | 24 +- .../docs/jme3/advanced/light_and_shadow.html | 201 +++++-------- .../gde/docs/jme3/advanced/mouse_picking.html | 6 +- .../docs/jme3/advanced/multithreading.html | 32 ++- .../gde/docs/jme3/advanced/networking.html | 106 +++++-- .../gde/docs/jme3/advanced/nifty_gui.html | 14 +- .../advanced/nifty_gui_java_interaction.html | 14 +- .../jme3/advanced/nifty_gui_scenarios.html | 38 ++- .../jme3/advanced/nifty_gui_xml_layout.html | 20 +- .../jme3/gde/docs/jme3/advanced/physics.html | 37 +-- .../jme3/advanced/post-processor_water.html | 16 +- .../jme3/gde/docs/jme3/advanced/terrain.html | 24 +- .../docs/jme3/advanced/walking_character.html | 11 +- .../docs/jme3/beginner/beginner-materials.png | Bin 62803 -> 42680 bytes .../gde/docs/jme3/beginner/hello_asset.html | 75 +++-- .../gde/docs/jme3/beginner/hello_audio.html | 55 ++-- .../docs/jme3/beginner/hello_collision.html | 113 +++++--- .../jme3/beginner/hello_input_system.html | 25 +- .../jme3/beginner/hello_main_event_loop.html | 46 +-- .../docs/jme3/beginner/hello_material.html | 269 ++++++++++-------- .../gde/docs/jme3/beginner/hello_node.html | 66 +++-- .../gde/docs/jme3/beginner/hello_physics.html | 38 +-- .../gde/docs/jme3/beginner/hello_picking.html | 60 ++-- .../beginner/hello_simpleapplication.html | 28 +- .../build_jme3_sources_with_netbeans.html | 98 ++++--- .../jme3/gde/docs/jme3/external/blender.html | 82 +++++- .../src/com/jme3/gde/docs/jme3/faq.html | 140 ++++----- .../docs/jme3/intermediate/appsettings.html | 22 +- .../jme3/intermediate/best_practices.html | 2 +- .../intermediate/how_to_use_materials.html | 2 +- .../jme3/gde/docs/jme3/intermediate/math.html | 4 +- .../multi-media_asset_pipeline.html | 20 +- .../docs/jme3/intermediate/optimization.html | 36 ++- .../src/com/jme3/gde/docs/jme3/ios.html | 18 +- .../src/com/jme3/gde/docs/jme3/math.html | 134 +++++---- .../com/jme3/gde/docs/jme3/terminology.html | 40 +-- .../gde/docs/sdk/application_deployment.html | 28 +- .../src/com/jme3/gde/docs/sdk/blender.html | 35 ++- .../com/jme3/gde/docs/sdk/development.html | 20 ++ .../jme3/gde/docs/sdk/material_editing.html | 2 +- .../com/jme3/gde/docs/sdk/scene_explorer.html | 10 +- .../jme3/gde/docs/sdk/troubleshooting.html | 62 ++-- .../jme3/gde/docs/sdk/version_control.html | 20 +- .../src/com/jme3/gde/docs/wiki-map.xml | 2 +- 52 files changed, 1360 insertions(+), 956 deletions(-) diff --git a/sdk/jme3-documentation/src/com/jme3/gde/docs/jme3/advanced/3d_models.html b/sdk/jme3-documentation/src/com/jme3/gde/docs/jme3/advanced/3d_models.html index d4c5c8df5..150ba0bc7 100644 --- a/sdk/jme3-documentation/src/com/jme3/gde/docs/jme3/advanced/3d_models.html +++ b/sdk/jme3-documentation/src/com/jme3/gde/docs/jme3/advanced/3d_models.html @@ -83,7 +83,7 @@ To export your models as Ogre XML -You can now use the jMonkeyEngine SDK to load and view models. You can create scenes from them and write cde that loads them into your application. +You can now use the jMonkeyEngine SDK to load and view models. You can create scenes from them and write code that loads them into your application.

diff --git a/sdk/jme3-documentation/src/com/jme3/gde/docs/jme3/advanced/application_states.html b/sdk/jme3-documentation/src/com/jme3/gde/docs/jme3/advanced/application_states.html index 3f693ff1e..37c1b9cf9 100644 --- a/sdk/jme3-documentation/src/com/jme3/gde/docs/jme3/advanced/application_states.html +++ b/sdk/jme3-documentation/src/com/jme3/gde/docs/jme3/advanced/application_states.html @@ -4,16 +4,16 @@

-The com.jme3.app.state.AppState class is a customizable jME3 interface that allows you to control the global game logic ??? the overall game mechanics. (To control the behaviour of a Spatial, see Custom Controls instead. Controls and AppStates can be used together.) +The com.jme3.app.state.AppState class is a customizable jME3 interface that allows you to control the global game logic, the overall game mechanics. (To control the behaviour of a Spatial, see Custom Controls instead. Controls and AppStates can be used together.)

- +

Overview

- +

Use Case Examples

@@ -56,7 +56,7 @@ You can! This is what AppStates are there for. An AppState class is subset of (o
- +

Supported Features

@@ -86,7 +86,7 @@ Each AppState has its own update loop, which hooks into the main simpleUpdate()

- +

Usage

@@ -109,7 +109,7 @@ To implement game logic:
  • Enable and disable (unpause and pause) the AppStates that you need during the game.
  • -
  • Detach the AppState from the AppStateManager (stateManager.detach(myAppState);) and clean it up it.
    +
  • Detach the AppState from the AppStateManager (stateManager.detach(myAppState);) and clean it up.
  • @@ -119,7 +119,7 @@ When you add several AppStates to one Application and activate them, their initi

    - +

    Code Samples

    @@ -139,7 +139,7 @@ JME3 comes with a BulletAppState that implements Physical behaviour (using the j
    - +

    AppState

    @@ -184,9 +184,9 @@ stateDetached(asm)The AppState knows when it is attached to, or detache postRender()Called after all rendering commands are flushed, including your optional customizations. (Typically not used.)
    - + - +

    AbstractAppState

    @@ -249,7 +249,7 @@ Definition: }
    - +

    Pausing and Unpausing

    @@ -259,7 +259,7 @@ You define what an AppState does when Paused or Unpaused, in the setEnable

    - +

    AppStateManager

    @@ -279,7 +279,7 @@ The com.jme3.app.state.AppStateManager holds the list of AppStates for an applic getState(MyAppState.class)Returns the first attached state that is an instance of a subclass of MyAppState.class.
    - +

    The AppStateManager's render(), postRender(), cleanup() methods are internal, ignore them, users never call them directly. @@ -299,12 +299,12 @@ The AppStateManager's render(), postRender(), cleanup() method - +

    Best Practices

    - +

    Communication Among AppStates

    @@ -320,7 +320,7 @@ You can use custom accessors to get data from AppStates, to set data in AppState
    this.app.getStateManager().getState(MyAppState.class).doSomeCustomStuffInThisState();
    - +

    Initialize Familiar Class Fields

    @@ -351,5 +351,5 @@ public class MyAppState extends AbstractAppState { }
    - +

    view online version

    \ No newline at end of file diff --git a/sdk/jme3-documentation/src/com/jme3/gde/docs/jme3/advanced/audio.html b/sdk/jme3-documentation/src/com/jme3/gde/docs/jme3/advanced/audio.html index cff5fee85..2cab347f4 100644 --- a/sdk/jme3-documentation/src/com/jme3/gde/docs/jme3/advanced/audio.html +++ b/sdk/jme3-documentation/src/com/jme3/gde/docs/jme3/advanced/audio.html @@ -50,7 +50,7 @@ AudioNode boom = new AudioNode(assetManager, "Sound/boom.wav", fal AudioNode MethodUsage - getStatus()Returns either Status.Playing, Status.Stopped, or Status.Paused. + getStatus()Returns either AudioSource.Status.Playing, AudioSource.Status.Stopped, or AudioSource.Status.Paused. getVolume()Returns the volume. @@ -59,14 +59,13 @@ AudioNode boom = new AudioNode(assetManager, "Sound/boom.wav", fal getPitch()Returns the pitch. - +

    - Note: There are other obvious getters to poll the status of all corresponding setters listed here.

    - +

    Setting AudioNode Properties

    @@ -92,9 +91,9 @@ Note: There are other obvious getters to poll the status of all corresponding se
    setLooping(false)Configures the sound so that, if it is played, it plays once and stops. No looping is the default.
    - +
    - +

    Looping & Ambient Sounds

    @@ -110,9 +109,9 @@ setDirectional(false)
    All 3D effects switched off. This sound is global Looping does not work on streamed sounds.
    - +
    - +

    Positional 3D Sounds

    @@ -127,7 +126,7 @@ setLocalTranslation(???)
    Activates 3D audio: The sound appears to come f setReverbEnabled(true)Reverb is a 3D echo effect that only makes sense with positional AudioNodes. Use Audio Environments to make scenes sound as if they were "outdoors", or "indoors" in a large or small room, etc. The reverb effect is defined by the com.jme3.audio.Environment that the audioRenderer is in. See "Setting Audio Environment Properties" below.
    - +

    Positional 3D sounds require an AudioListener object in the scene (representing the player's ears). @@ -135,7 +134,7 @@ setLocalTranslation(???)Activates 3D audio: The sound appears to come f

    - +

    Directional 3D Sounds

    @@ -151,7 +150,7 @@ setDirection(???)
    Activates 3D audio: This sound can only be heard from setOuterAngle()Set the angle in degrees for the directional audio. The angle is relative to the direction. Note: By default, both angles are 360?? and the sound can be heard from all directions!
    - +

    Directional 3D sounds require an AudioListener object in the scene (representing the player's ears). @@ -159,7 +158,7 @@ setOuterAngle()Set the angle in degrees for the directional audio. The

    - +

    Play, Pause, Stop

    @@ -181,7 +180,7 @@ You can also start playing instances of an AudioNode. Use the playInstance
    myAudioNode.playInstance();
    - +

    The Audio Listener

    @@ -197,7 +196,7 @@ The default AudioListener object listener in SimpleApplicatio }
    - +

    Setting Audio Environment Properties

    @@ -226,7 +225,7 @@ Optionally, You can choose from the following environmental presets from c Closet 1.00f1.0f1.0f1.00f0.15f1.0f0.600f0.0025f0.500f0.0006f
    -
      +
      1. Activate a Environment preset