#1107-Fix Javadoc warnings in OpenJDK 9+ (#1112)
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@ -79,9 +79,9 @@ public class BoundingBox extends BoundingVolume {
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* Instantiate a <code>BoundingBox</code> with given center and extents.
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*
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* @param c the coordinates of the center of the box (not null, not altered)
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* @param x the X-extent of the box (>=0, may be +Infinity)
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* @param y the Y-extent of the box (>=0, may be +Infinity)
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* @param z the Z-extent of the box (>=0, may be +Infinity)
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* @param x the X-extent of the box (0 or greater, may be +Infinity)
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* @param y the Y-extent of the box (0 or greater, may be +Infinity)
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* @param z the Z-extent of the box (0 or greater, may be +Infinity)
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*/
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public BoundingBox(Vector3f c, float x, float y, float z) {
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this.center.set(c);
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@ -173,10 +173,10 @@ public class BoundingSphere extends BoundingVolume {
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/**
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* Calculates a minimum bounding sphere for the set of points. The algorithm
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* was originally found in C++ at
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* <p><a href="http://www.flipcode.com/cgi-bin/msg.cgi?showThread=COTD-SmallestEnclosingSpheres&forum=cotd&id=-1">
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* http://www.flipcode.com/cgi-bin/msg.cgi?showThread=COTD-SmallestEnclosingSpheres&forum=cotd&id=-1</a><br><strong>broken link</strong></p>
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* <p>and translated to java by Cep21</p>
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* was originally found in C++ at <br>
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* <a href="http://flipcode.com/archives/Smallest_Enclosing_Spheres.shtml">
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* http://flipcode.com/archives/Smallest_Enclosing_Spheres.shtml</a> <br>
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* and translated to java by Cep21
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*
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* @param points
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* The points to calculate the minimum bounds from.
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@ -41,7 +41,7 @@ import java.io.IOException;
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/**
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*
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* @author Rickard <neph1 @ github>
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* @author Rickard (neph1 @ github)
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*/
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public class CameraEvent extends AbstractCinematicEvent{
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@ -120,7 +120,7 @@ public class LightProbe extends Light implements Savable {
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// 1 | ay by cy | py | probe position
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// 2 | az bz cz | pz | )
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// --|----------|
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// 3 | sx sy sz sp | -> 1/probe radius + nbMipMaps
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// 3 | sx sy sz sp | 1/probe radius + nbMipMaps
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// --scale--
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* <p>
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* (ax, ay, az) is the pitch rotation axis
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@ -272,27 +272,27 @@ public class RenderState implements Cloneable, Savable {
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/**
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* Additive blending. For use with glows and particle emitters.
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* <p>
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* Result = Source Color + Destination Color -> (GL_ONE, GL_ONE)
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* Result = Source Color + Destination Color -> (GL_ONE, GL_ONE)
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*/
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Additive,
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/**
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* Premultiplied alpha blending, for use with premult alpha textures.
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* <p>
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* Result = Source Color + (Dest Color * (1 - Source Alpha) ) -> (GL_ONE, GL_ONE_MINUS_SRC_ALPHA)
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* Result = Source Color + (Dest Color * (1 - Source Alpha) ) -> (GL_ONE, GL_ONE_MINUS_SRC_ALPHA)
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*/
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PremultAlpha,
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/**
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* Additive blending that is multiplied with source alpha.
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* For use with glows and particle emitters.
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* <p>
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* Result = (Source Alpha * Source Color) + Dest Color -> (GL_SRC_ALPHA, GL_ONE)
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* Result = (Source Alpha * Source Color) + Dest Color -> (GL_SRC_ALPHA, GL_ONE)
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*/
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AlphaAdditive,
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/**
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* Color blending, blends in color from dest color
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* using source color.
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* <p>
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* Result = Source Color + (1 - Source Color) * Dest Color -> (GL_ONE, GL_ONE_MINUS_SRC_COLOR)
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* Result = Source Color + (1 - Source Color) * Dest Color -> (GL_ONE, GL_ONE_MINUS_SRC_COLOR)
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*/
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Color,
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/**
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@ -300,7 +300,7 @@ public class RenderState implements Cloneable, Savable {
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* using source alpha.
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* <p>
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* Result = Source Alpha * Source Color +
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* (1 - Source Alpha) * Dest Color -> (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
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* (1 - Source Alpha) * Dest Color -> (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
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*/
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Alpha,
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/**
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@ -309,28 +309,28 @@ public class RenderState implements Cloneable, Savable {
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* The resulting alpha is the sum between the source alpha and the destination alpha.
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* <p>
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* Result.rgb = Source Alpha * Source Color +
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* (1 - Source Alpha) * Dest Color -> (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
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* Result.a = 1 * Source Alpha + 1 * Dest Alpha -> (GL_ONE, GL_ONE)
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* (1 - Source Alpha) * Dest Color -> (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
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* Result.a = 1 * Source Alpha + 1 * Dest Alpha -> (GL_ONE, GL_ONE)
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*
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*/
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AlphaSumA,
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/**
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* Multiplies the source and dest colors.
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* <p>
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* Result = Source Color * Dest Color -> (GL_DST_COLOR, GL_ZERO)
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* Result = Source Color * Dest Color -> (GL_DST_COLOR, GL_ZERO)
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*/
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Modulate,
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/**
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* Multiplies the source and dest colors then doubles the result.
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* <p>
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* Result = 2 * Source Color * Dest Color -> (GL_DST_COLOR, GL_SRC_COLOR)
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* Result = 2 * Source Color * Dest Color -> (GL_DST_COLOR, GL_SRC_COLOR)
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*/
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ModulateX2,
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/**
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* Opposite effect of Modulate/Multiply. Invert both colors, multiply and
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* then invert the result.
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* <p>
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* Result = 1 - (1 - Source Color) * (1 - Dest Color) -> (GL_ONE, GL_ONE_MINUS_SRC_COLOR)
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* Result = 1 - (1 - Source Color) * (1 - Dest Color) -> (GL_ONE, GL_ONE_MINUS_SRC_COLOR)
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*/
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Screen,
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/**
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@ -338,7 +338,7 @@ public class RenderState implements Cloneable, Savable {
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* operation. This is directly equivalent to Photoshop's "Exclusion" blend.
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* <p>
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* Result = (Source Color * (1 - Dest Color)) + (Dest Color * (1 - Source Color))
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* -> (GL_ONE_MINUS_DST_COLOR, GL_ONE_MINUS_SRC_COLOR)
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* -> (GL_ONE_MINUS_DST_COLOR, GL_ONE_MINUS_SRC_COLOR)
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*/
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Exclusion,
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/**
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@ -169,7 +169,7 @@ public final class Technique {
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/**
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* Get the {@link DefineList} for dynamic defines.
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*
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* Dynamic defines are used to implement material parameter -> define
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* Dynamic defines are used to implement material parameter -- define
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* bindings as well as {@link TechniqueDefLogic} specific functionality.
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*
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* @return all dynamic defines.
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@ -91,7 +91,7 @@ final public class FastMath {
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* Get the next power of two of the given number.
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*
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* E.g. for an input 100, this returns 128.
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* Returns 1 for all numbers <= 1.
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* Returns 1 for all numbers less than or equal to 1.
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*
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* @param number The number to obtain the POT for.
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* @return The next power of two.
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@ -942,7 +942,8 @@ final public class FastMath {
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* Converts a single precision (32 bit) floating point value
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* into half precision (16 bit).
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*
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* <p>Source: <a href="ftp://www.fox-toolkit.org/pub/fasthalffloatconversion.pdf</a>
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* <p>Source: <a href="ftp://www.fox-toolkit.org/pub/fasthalffloatconversion.pdf">
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* ftp://www.fox-toolkit.org/pub/fasthalffloatconversion.pdf</a>
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*
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* @param half The half floating point value as a short.
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* @return floating point value of the half.
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@ -43,8 +43,9 @@ import java.io.IOException;
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/**
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* <code>Ray</code> defines a line segment which has an origin and a direction.
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* That is, a point and an infinite ray is cast from this point. The ray is
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* defined by the following equation: R(t) = origin + t*direction for t >= 0.
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*
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* defined by the following equation: {@literal
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* R(t) = origin + t*direction for t >= 0.
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* }
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* @author Mark Powell
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* @author Joshua Slack
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*/
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@ -238,7 +238,7 @@ public enum Caps {
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TextureBuffer,
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/**
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* Supports floating point & half textures (Format.RGB16F)
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* Supports floating point and half textures (Format.RGB16F)
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*/
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FloatTexture,
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@ -991,7 +991,7 @@ public interface GL {
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* <p>
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* Defines the scissor rectangle for all viewports. The scissor test is enabled or disabled for all viewports using {@link #glEnable Enable} or {@link #glDisable Disable}
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* with the symbolic constant {@link #GL_SCISSOR_TEST SCISSOR_TEST}. When disabled, it is as if the scissor test always passes. When enabled, if
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* <code>left <= x<sub>w</sub> < left + width</code> and <code>bottom <= y<sub>w</sub> < bottom + height</code> for the scissor rectangle, then the scissor
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* left <= x<sub>w</sub> < left + width and bottom <= y<sub>w</sub> < bottom + height for the scissor rectangle, then the scissor
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* test passes. Otherwise, the test fails and the fragment is discarded.
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*
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* @param x the left scissor rectangle coordinate.
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@ -32,7 +32,7 @@
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package com.jme3.system;
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/**
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* The <code>ContextListener> provides a means for an application
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* The {@code SystemListener} provides a means for an application
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* to receive events relating to a context.
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*/
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public interface SystemListener {
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@ -279,20 +279,22 @@ public abstract class Texture implements CloneableSmartAsset, Savable, Cloneable
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Off,
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/**
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* {@code
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* Compares the 3rd texture coordinate R to the value
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* in this depth texture. If R <= texture value then result is 1.0,
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* otherwise, result is 0.0. If filtering is set to bilinear or trilinear
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* the implementation may sample the texture multiple times to provide
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* smoother results in the range [0, 1].
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* smoother results in the range [0, 1].}
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*/
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LessOrEqual,
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/**
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* {@code
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* Compares the 3rd texture coordinate R to the value
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* in this depth texture. If R >= texture value then result is 1.0,
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* otherwise, result is 0.0. If filtering is set to bilinear or trilinear
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* the implementation may sample the texture multiple times to provide
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* smoother results in the range [0, 1].
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* smoother results in the range [0, 1].}
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*/
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GreaterOrEqual
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}
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@ -44,14 +44,14 @@ import java.util.ArrayList;
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* Describes a cubemap texture.
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* The image specified by setImage must contain 6 data units,
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* each data contains a 2D image representing a cube's face.
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* The slices are specified in this order:<br/>
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* <br/>
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* 0 => Positive X (+x)<br/>
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* 1 => Negative X (-x)<br/>
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* 2 => Positive Y (+y)<br/>
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* 3 => Negative Y (-y)<br/>
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* 4 => Positive Z (+z)<br/>
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* 5 => Negative Z (-z)<br/>
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* The slices are specified in this order:<br>
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* <br>
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* 0 -- Positive X (+x)<br>
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* 1 -- Negative X (-x)<br>
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* 2 -- Positive Y (+y)<br>
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* 3 -- Negative Y (-y)<br>
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* 4 -- Positive Z (+z)<br>
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* 5 -- Negative Z (-z)<br>
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*
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* @author Joshua Slack
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*/
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@ -52,12 +52,13 @@ import java.util.Comparator;
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* for optimal performance, but can be called several times if the length of the
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* list changes
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*
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* {@code
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* Disclaimer : I was intrigued by the use of val >>> 1 in java 7 Timsort class
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* instead of val / 2 (integer division). Micro benching revealed that val >>> 1
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* is twice faster than val / 2 in java 6 and has similar perf in java 7. The
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* following code uses val >>> 1 when ever a value needs to be divided by 2 and
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* rounded to its floor
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*
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* }
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*
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* @author Nehon
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*/
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@ -66,7 +67,7 @@ public class ListSort<T> {
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/**
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* Threshold for binary sort vs merge. Original algorithm use 64, java7
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* TimSort uses 32 and I used 128, see this post for explanations :
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* http://hub.jmonkeyengine.org/groups/development-discussion-jme3/forum/topic/i-got-that-sorted-out-huhuhu/
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* https://hub.jmonkeyengine.org/t/i-got-that-sorted-out-huhuhu/24478
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*/
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private static final int MIN_SIZE = 128;
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private T[] array;
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@ -47,7 +47,7 @@ public class SortUtil {
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private static final int INSERTION_SORT_THRESHOLD = 7;
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/**
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/*
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procedure optimizedGnomeSort(a[])
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pos := 1
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last := 0
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@ -452,7 +452,7 @@ public class ByteUtils {
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* of bytes have been read.
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*
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* @param store
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* the byte array to store in. Should have a length > bytes
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* the byte array to store in. Array length must be greater than bytes param.
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* @param bytes
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* the number of bytes to read.
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* @param is
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@ -79,13 +79,11 @@ public class ConditionParser {
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* additionally this methods updates the formattedExpression with uppercased
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* defines names
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*
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* supported expression syntax example:
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* <code>
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* "(LightMap && SeparateTexCoord) || !ColorMap"
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* "#if (defined(LightMap) && defined(SeparateTexCoord)) || !defined(ColorMap)"
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* "#ifdef LightMap"
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* "#ifdef (LightMap && SeparateTexCoord) || !ColorMap"
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* </code>
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* supported expression syntax example:<br><br>
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* {@code "(LightMap && SeparateTexCoord) || !ColorMap"}<br><br>
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* {@code "#if (defined(LightMap) && defined(SeparateTexCoord)) || !defined(ColorMap)"}<br><br>
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* {@code "#ifdef LightMap"}<br><br>
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* {@code "#ifdef (LightMap && SeparateTexCoord) || !ColorMap"}<br>
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*
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* @param expression the expression to parse
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* @return the list of defines
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@ -1058,11 +1058,11 @@ public class ShaderNodeLoaderDelegate {
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}
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/**
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* merges 2 condition with the given operator
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* Merges 2 conditions with the given operator
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*
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* @param condition1 the first condition
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* @param condition2 the second condition
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* @param operator the operator ("&&" or "||&)
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* @param operator the operator {@literal ("&&" or "||&)}
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* @return the merged condition
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*/
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public String mergeConditions(String condition1, String condition2, String operator) {
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@ -153,7 +153,7 @@ public abstract class Serializer {
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/**
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* When set to true, classes that do not have intrinsic IDs in their
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* @Serializable will not be auto-registered during write. Defaults
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* {@code @Serializable } will not be auto-registered during write. Defaults
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* to true since this is almost never desired behavior with the way
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* this code works. Set to false to get the old permissive behavior.
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*/
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