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+ 1 - 1
docs/modules/core/pages/app/simpleapplication.adoc

@@ -83,7 +83,7 @@ a|This object gives you access to the jME3 xref:audio/audio.adoc[audio] system.
 
 a|listener +
 getListener()
-a|This object represents the user's ear for the jME3 xref:core/audio.adoc[audio] system.
+a|This object represents the user's ear for the jME3 xref:audio/audio.adoc[audio] system.
 
 a|inputManager +
 getInputManager()

+ 2 - 2
docs/modules/core/pages/gui/nifty_gui_scenarios.adoc

@@ -161,12 +161,12 @@ For example, create a `MyHudScreen.java` for the `hud` screen, and a `MyStartScr
 
 == Create a "Loading..." Screen
 
-Get the full xref:loading_screen.adoc[Loading Screen] tutorial here.
+Get the full xref:gui/loading_screen.adoc[Loading Screen] tutorial here.
 
 
 == Create a Popup Menu
 
-Get the full <<jme3/advanced/nifty_gui_popup_menu#,Nifty GUI PopUp Menu>> tutorial here.
+Get the full xref:gui/nifty_gui_popup_menu.adoc[Nifty GUI PopUp Menu] tutorial here.
 
 
 == Add Visual Effects

+ 1 - 1
docs/modules/core/pages/scene/3d_models.adoc

@@ -3,7 +3,7 @@
 :revdate: 2020/07/24
 
 
-Like xref:jme3/advanced/shape.adoc[Shape]s, 3D models are also made up of xref:scene/mesh.adoc[Mesh]es, but models are more complex than Shapes. While Shapes are built into jME3, you typically create models in external 3D Mesh Editors.
+Like xref:scene/shape/shape.adoc[Shape]s, 3D models are also made up of xref:scene/mesh.adoc[Mesh]es, but models are more complex than Shapes. While Shapes are built into jME3, you typically create models in external 3D Mesh Editors.
 
 
 == Using Models and Scenes with jME3

+ 1 - 1
docs/modules/core/pages/scene/control/custom_controls.adoc

@@ -157,7 +157,7 @@ public class MyControl extends AbstractControl implements Savable, Cloneable { 
 
 See also:
 
-*  To learn more about `write()` and `read()`, see xref:save_and_load.adoc[Save and Load]
+*  To learn more about `write()` and `read()`, see xref:export/save_and_load.adoc[Save and Load]
 *  To learn more about `setUserData()`, see xref:scene/spatial.adoc[Spatial].
 
 

+ 1 - 1
docs/modules/core/pages/scene/mesh.adoc

@@ -21,7 +21,7 @@ All visible game elements in a scene, whether it is a Model or a Shape, are made
 
 You have several options when xref:scene/spatial.adoc[creating Geometries from meshes]:
 
-*  Use built-in <<jme3/advanced/shape#,Shape>>s as meshes;
+*  Use built-in xref:scene/shape/shape.adoc[Shape]s as meshes;
 *  Load xref:scene/3d_models.adoc[3D models] (that is, meshes created in external applications); or
 *  Create free-form xref:scene/custom_meshes.adoc[custom meshes] programmatically.
 

+ 3 - 3
docs/modules/core/pages/scene/spatial.adoc

@@ -65,14 +65,14 @@ You never create a Spatial with `+++<strike>Spatial s = new Spatial();</strike>+
 
 The polygon xref:scene/mesh.adoc[Mesh] inside a Geometry can be one of three things:
 
-*  *Shapes:* The simplest type of Meshes are jME's default xref:jme3/advanced/shape.adoc[Shape]s such as cubes and spheres. You can use several Shapes to build complex Geometries. Shapes are built-in and can be created without using the AssetManager.
-*  *3D Models:* xref:jme3/advanced/3d_models.adoc[3D models and scenes] are also made up of meshes, but are more complex than Shapes. You create Models and Scenes in external 3D Mesh Editors and export them as Ogre XML or Wavefront OBJ. Use the xref:asset/asset_manager.adoc[Asset Manager] to load models into a your jME3 game.
+*  *Shapes:* The simplest type of Meshes are jME's default xref:scene/shape/shape.adoc[Shape]s such as cubes and spheres. You can use several Shapes to build complex Geometries. Shapes are built-in and can be created without using the AssetManager.
+*  *3D Models:* xref:scene/3d_models.adoc[3D models and scenes] are also made up of meshes, but are more complex than Shapes. You create Models and Scenes in external 3D Mesh Editors and export them as Ogre XML or Wavefront OBJ. Use the xref:asset/asset_manager.adoc[Asset Manager] to load models into a your jME3 game.
 *  *Custom Meshes:* Advanced users can create xref:scene/custom_meshes.adoc[Custom Meshes] programmatically.
 
 
 == What is a Clone?
 
-Cloned spatials share the same mesh, while each cloned spatial can have its own local transformation (translation, rotation, and scale) in the scene. This means you only use `clone()` on spatials whose meshes never change. The most common use case for cloning is when you use several Spatials that are based on the same xref:jme3/advanced/shape.adoc[Shape]s (e.g. trees, crates).
+Cloned spatials share the same mesh, while each cloned spatial can have its own local transformation (translation, rotation, and scale) in the scene. This means you only use `clone()` on spatials whose meshes never change. The most common use case for cloning is when you use several Spatials that are based on the same xref:scene/shape/shape.adoc[Shape]s (e.g. trees, crates).
 
 The second use case is: When you load a model using `loadModel()` from the AssetManager, you may automatically get a `clone()`ed object. In particular:
 

+ 6 - 0
docs/modules/wiki/pages/wiki_admin.adoc

@@ -2,3 +2,9 @@
 :author: mitm
 :revnumber: 1.0
 :revdate: 2020/07/25
+
+```
+core/app/simpleapplication.html:1128:<p>This object represents the user&#8217;s ear for the jME3 <a href="#core/audio.adoc" class="page unresolved">audio</a> system.</p>
+core/gui/nifty_gui_scenarios.html:1224:<p>Get the full <a href="#loading_screen.adoc" class="page unresolved">Loading Screen</a> tutorial here.</p>
+core/gui/nifty_gui_scenarios.html:1232:<p>Get the full <a href="#jme3/advanced/nifty_gui_popup_menu.adoc" class="page unresolved">Nifty GUI PopUp Menu</a> tutorial here.</p>
+```