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fix broken links

mitm001 5 年 前
コミット
294ad52edd

+ 1 - 1
docs/modules/ROOT/pages/jme3.adoc

@@ -111,7 +111,7 @@ Now that you understood the basics, let's put it all together. The following int
 
 === Game Tutorials
 
-*  link:https://gamedevelopment.tutsplus.com/tutorials/make-a-neon-vector-shooter-in-jmonkeyengine-the-basics--gamedev-11616[Neon Vector Shooter tutorial on Tuts+]
+*  link:++https://gamedevelopment.tutsplus.com/tutorials/make-a-neon-vector-shooter-in-jmonkeyengine-the-basics--gamedev-11616++[Neon Vector Shooter tutorial on Tuts+]
 
 === Video Use Case Tutorials
 

+ 7 - 7
docs/modules/ROOT/pages/jme3/beginner/hello_animation.adoc

@@ -172,20 +172,20 @@ To check this, btn:[RMB] select your model and click "`Edit in SceneComposer`" i
 player.getChild("Subnode").getControl(AnimControl.class);
 ----
 
-[NOTE]
-====
-In response to a question about animations on different channels interefering with each other, *Nehon on the jME forum link:http://jmonkeyengine.org/groups/general-2/forum/topic/helloanimation-animations-seem-to-be-clashing/#post-180994[wrote],*
+In response to a question about animations on different channels interefering with each other, *Nehon*, on the jME forum wrote,
+
+[quote, Nehon, forum post]
+____
+You have to consider channels as part of the skeleton that are animated. The default behavior is to use the whole skeleton for a channel.
 
-“You have to consider channels as part of the skeleton that are animated. The default behavior is to use the whole skeleton for a channel.
 In your example the first channel plays the walk anim, then the second channel plays the dodge animation.
+
 Arms and feet are probably not affected by the doge animation so you can see the walk anim for them, but the rest of the body plays the dodge animation.
 
 Usually multiple channels are used to animate different part of the body. For example you create one channel for the lower part of the body and one for the upper part. This allow you to play a walk animation with the lower part and for example a shoot animation with the upper part. This way your character can walk while shooting.
 
 In your case, where you want animations to chain for the whole skeleton, you just have to use one channel.
-
-====
-
+____
 
 == Responding to Animation Events
 

+ 43 - 43
docs/modules/ROOT/pages/jme3/beginner/hello_material.adoc

@@ -1,6 +1,6 @@
 = jMonkeyEngine 3 Tutorial (6) - Hello Materials
-:author: 
-:revnumber: 
+:author:
+:revnumber:
 :revdate: 2016/03/17 20:48
 :keywords: documentation, beginner, intro, model, material, color, texture, transparency
 :relfileprefix: ../../
@@ -59,7 +59,7 @@ public class HelloMaterial extends SimpleApplication {
     Box cube1Mesh = new Box( 1f,1f,1f);
     Geometry cube1Geo = new Geometry("My Textured Box", cube1Mesh);
     cube1Geo.setLocalTranslation(new Vector3f(-3f,1.1f,0f));
-    Material cube1Mat = new Material(assetManager, 
+    Material cube1Mat = new Material(assetManager,
         "Common/MatDefs/Misc/Unshaded.j3md");
     Texture cube1Tex = assetManager.loadTexture(
         "Interface/Logo/Monkey.jpg");
@@ -70,9 +70,9 @@ public class HelloMaterial extends SimpleApplication {
     /** A translucent/transparent texture, similar to a window frame. */
     Box cube2Mesh = new Box( 1f,1f,0.01f);
     Geometry cube2Geo = new Geometry("window frame", cube2Mesh);
-    Material cube2Mat = new Material(assetManager, 
+    Material cube2Mat = new Material(assetManager,
         "Common/MatDefs/Misc/Unshaded.j3md");
-    cube2Mat.setTexture("ColorMap", 
+    cube2Mat.setTexture("ColorMap",
         assetManager.loadTexture("Textures/ColoredTex/Monkey.png"));
     cube2Mat.getAdditionalRenderState().setBlendMode(BlendMode.Alpha);
     cube2Geo.setQueueBucket(Bucket.Transparent);
@@ -84,13 +84,13 @@ public class HelloMaterial extends SimpleApplication {
     Geometry sphereGeo = new Geometry("Shiny rock", sphereMesh);
     sphereMesh.setTextureMode(Sphere.TextureMode.Projected); // better quality on spheres
     TangentBinormalGenerator.generate(sphereMesh);           // for lighting effect
-    Material sphereMat = new Material(assetManager, 
+    Material sphereMat = new Material(assetManager,
         "Common/MatDefs/Light/Lighting.j3md");
-    sphereMat.setTexture("DiffuseMap", 
+    sphereMat.setTexture("DiffuseMap",
         assetManager.loadTexture("Textures/Terrain/Pond/Pond.jpg"));
-    sphereMat.setTexture("NormalMap", 
+    sphereMat.setTexture("NormalMap",
         assetManager.loadTexture("Textures/Terrain/Pond/Pond_normal.png"));
-    sphereMat.setBoolean("UseMaterialColors",true);    
+    sphereMat.setBoolean("UseMaterialColors",true);
     sphereMat.setColor("Diffuse",ColorRGBA.White);
     sphereMat.setColor("Specular",ColorRGBA.White);
     sphereMat.setFloat("Shininess", 64f);  // [0,128]
@@ -98,7 +98,7 @@ public class HelloMaterial extends SimpleApplication {
     sphereGeo.setLocalTranslation(0,2,-2); // Move it a bit
     sphereGeo.rotate(1.6f, 0, 0);          // Rotate it a bit
     rootNode.attachChild(sphereGeo);
-    
+
     /** Must add a light to make the lit object visible! */
     DirectionalLight sun = new DirectionalLight();
     sun.setDirection(new Vector3f(1,0,-2).normalizeLocal());
@@ -129,7 +129,7 @@ Typically you want to give objects in your scene textures: It can be rock, grass
     Box cube1Mesh = new Box( 1f,1f,1f);
     Geometry cube1Geo = new Geometry("My Textured Box", cube1Mesh);
     cube1Geo.setLocalTranslation(new Vector3f(-3f,1.1f,0f));
-    Material cube1Mat = new Material(assetManager, 
+    Material cube1Mat = new Material(assetManager,
         "Common/MatDefs/Misc/Unshaded.j3md");
     Texture cube1Tex = assetManager.loadTexture(
         "Interface/Logo/Monkey.jpg");
@@ -141,23 +141,23 @@ Typically you want to give objects in your scene textures: It can be rock, grass
 
 Here is what we did: to create a textured box:
 
-.  Create a Geometry `cube1Geo` from a Box mesh `cube1Mesh`. 
+.  Create a Geometry `cube1Geo` from a Box mesh `cube1Mesh`.
 .  Create a Material `cube1Mat` based on jME3's default `Unshaded.j3md` material definition.
-.  Create a texture `cube1Tex` from the `Monkey.jpg` file in the `assets/Interface/Logo/` directory of the project. 
-.  Load the texture `cube1Tex` into the `ColorMap` layer of the material `cube1Mat`. 
+.  Create a texture `cube1Tex` from the `Monkey.jpg` file in the `assets/Interface/Logo/` directory of the project.
+.  Load the texture `cube1Tex` into the `ColorMap` layer of the material `cube1Mat`.
 .  Apply the material to the cube, and attach the cube to the rootnode.
 
 
 == Transparent Unshaded Texture
 
-`Monkey.png` is the same texture as `Monkey.jpg`, but with an added alpha channel. The alpha channel allows you to specify which areas of the texture you want to be opaque or transparent: Black areas of the alpha channel remain opaque, gray areas become translucent, and white areas become transparent. 
+`Monkey.png` is the same texture as `Monkey.jpg`, but with an added alpha channel. The alpha channel allows you to specify which areas of the texture you want to be opaque or transparent: Black areas of the alpha channel remain opaque, gray areas become translucent, and white areas become transparent.
 
 For a partially translucent/transparent texture, you need:
 
 *  A Texture with alpha channel
 *  A Texture with blend mode of `BlendMode.Alpha`
 *  A Geometry in the `Bucket.Transparent` render bucket. +
-This bucket ensures that the transparent object is drawn on top of objects behind it, and they show up correctly under the transparent parts. 
+This bucket ensures that the transparent object is drawn on top of objects behind it, and they show up correctly under the transparent parts.
 
 [source,java]
 ----
@@ -165,9 +165,9 @@ This bucket ensures that the transparent object is drawn on top of objects behin
     /** A translucent/transparent texture, similar to a window frame. */
     Box cube2Mesh = new Box( 1f,1f,0.01f);
     Geometry cube2Geo = new Geometry("window frame", cube2Mesh);
-    Material cube2Mat = new Material(assetManager, 
+    Material cube2Mat = new Material(assetManager,
     "Common/MatDefs/Misc/Unshaded.j3md");
-    cube2Mat.setTexture("ColorMap", 
+    cube2Mat.setTexture("ColorMap",
         assetManager.loadTexture("Textures/ColoredTex/Monkey.png"));
     cube2Mat.getAdditionalRenderState().setBlendMode(BlendMode.Alpha);  // !
     cube2Geo.setQueueBucket(Bucket.Transparent);                        // !
@@ -205,7 +205,7 @@ In a lit material, the standard texture layer is refered to as _DiffuseMap_, any
 
 Let's have a look at the part of the code example where you create the shiny bumpy rock.
 
-.  Create a Geometry from a Sphere shape. Note that this shape is a normal smooth sphere mesh. 
+.  Create a Geometry from a Sphere shape. Note that this shape is a normal smooth sphere mesh.
 +
 [source,java]
 ----
@@ -236,39 +236,39 @@ Let's have a look at the part of the code example where you create the shiny bum
 [source,java]
 ----
 
-    Material sphereMat = new Material(assetManager, 
+    Material sphereMat = new Material(assetManager,
         "Common/MatDefs/Light/Lighting.j3md");
 ----
 
-..  Set a standard rocky texture in the `DiffuseMap` layer. 
+..  Set a standard rocky texture in the `DiffuseMap` layer.
 +
 image::https://github.com/jMonkeyEngine/jmonkeyengine/raw/445f7ed010199d30c484fe75bacef4b87f2eb38e/jme3-testdata/src/main/resources/Textures/Terrain/Pond/Pond.jpg[Pond.jpg,64,64,align="right"]
 +
 [source,java]
 ----
 
-    sphereMat.setTexture("DiffuseMap", 
+    sphereMat.setTexture("DiffuseMap",
         assetManager.loadTexture("Textures/Terrain/Pond/Pond.jpg"));
 
 ----
 
-..  Set the `NormalMap` layer that contains the bumpiness. The NormalMap was generated for this particular DiffuseMap with a special tool (e.g. Blender). 
+..  Set the `NormalMap` layer that contains the bumpiness. The NormalMap was generated for this particular DiffuseMap with a special tool (e.g. Blender).
 +
-image::https://github.com/jMonkeyEngine/jmonkeyengine/raw/445f7ed010199d30c484fe75bacef4b87f2eb38e/jme3-testdata/src/main/resources/Textures/Terrain/Pond/Pond_normal.png[Pond_normal.png,64,64,align="right"] 
+image::https://github.com/jMonkeyEngine/jmonkeyengine/raw/445f7ed010199d30c484fe75bacef4b87f2eb38e/jme3-testdata/src/main/resources/Textures/Terrain/Pond/Pond_normal.png[Pond_normal.png,64,64,align="right"]
 +
 [source,java]
 ----
 
-    sphereMat.setTexture("NormalMap", 
+    sphereMat.setTexture("NormalMap",
         assetManager.loadTexture("Textures/Terrain/Pond/Pond_normal.png"));
 ----
 
-..  Set the Material's Shininess to a value between 1 and 128. For a rock, a low fuzzy shininess is appropriate. Use material colors to define the shiny Specular color. 
+..  Set the Material's Shininess to a value between 1 and 128. For a rock, a low fuzzy shininess is appropriate. Use material colors to define the shiny Specular color.
 +
 [source,java]
 ----
 
-    sphereMat.setBoolean("UseMaterialColors",true);    
+    sphereMat.setBoolean("UseMaterialColors",true);
     sphereMat.setColor("Diffuse",ColorRGBA.White);  // minimum material color
     sphereMat.setColor("Specular",ColorRGBA.White); // for shininess
     sphereMat.setFloat("Shininess", 64f); // [1,128] for shininess
@@ -283,7 +283,7 @@ image::https://github.com/jMonkeyEngine/jmonkeyengine/raw/445f7ed010199d30c484fe
     sphereGeo.setMaterial(sphereMat);
 ----
 
-.  Let's move and rotate the geometry a bit to position it better. 
+.  Let's move and rotate the geometry a bit to position it better.
 +
 [source,java]
 ----
@@ -311,22 +311,22 @@ As you have seen, you can find the following default materials in `jme/core-data
 [cols="20,40,40", options="header"]
 |===
 
-a| Default Definition 
-a| Usage 
-<a| Parameters  
+a| Default Definition
+a| Usage
+<a| Parameters
 
-a| `Misc/Unshaded.j3md` 
+a| `Misc/Unshaded.j3md`
 a| Colored: Use with mat.setColor() and ColorRGBA. +
-Textured: Use with mat.setTexture() and Texture. 
+Textured: Use with mat.setTexture() and Texture.
 a| Color : Color +
-ColorMap : Texture2D 
+ColorMap : Texture2D
 
-<a| `Light/Lighting.j3md`      
+<a| `Light/Lighting.j3md`
 a| Use with shiny Textures, Bump- and NormalMaps textures. +
-Requires a light source. 
+Requires a light source.
 a| Ambient, Diffuse, Specular : Color +
 DiffuseMap, NormalMap, SpecularMap : Texture2D +
-Shininess : Float 
+Shininess : Float
 
 |===
 
@@ -345,7 +345,7 @@ Look at the shiny rocky sphere above again. It takes several lines to create and
 *  Note how it activates `UseMaterialColors` and sets `Specular` and `Diffuse` to 4 float values (RGBA color).
 *  Note how it sets `Shininess` to 64.
 
-If you want to use one custom material for several models, you can store it in a .j3m file, and save a few lines of code every time. 
+If you want to use one custom material for several models, you can store it in a .j3m file, and save a few lines of code every time.
 
 You create a j3m file as follows:
 
@@ -368,21 +368,21 @@ Material My shiny custom material : Common/MatDefs/Light/Lighting.j3md {
 
 **  Note that `Material` is a fixed keyword.
 **  Note that `My shiny custom material` is a String that you can choose to describe the material.
-**  Note how the code sets all the same properties as before! 
+**  Note how the code sets all the same properties as before!
 
 .  In the code sample, comment out the eight lines that have `sphereMat` in them.
-.  Below this line, add the following line: 
+.  Below this line, add the following line:
 +
 [source,java]
 ----
-sphereGeo.setMaterial((Material) assetManager.loadMaterial( 
+sphereGeo.setMaterial((Material) assetManager.loadMaterial(
     "Materials/MyCustomMaterial.j3m"));
 
 ----
 
 .  Run the app. The result is the same.
 
-Using this new custom material `MyCustomMaterial.j3m` only takes one line. You have replaced the eight lines of an on-the-fly material definition with one line that loads a custom material from a file. Using .j3m files is very handy if you use the same material often. 
+Using this new custom material `MyCustomMaterial.j3m` only takes one line. You have replaced the eight lines of an on-the-fly material definition with one line that loads a custom material from a file. Using .j3m files is very handy if you use the same material often.
 
 
 === Exercise 2: Bumpiness and Shininess
@@ -415,7 +415,7 @@ See also
 *  <<jme3/intermediate/how_to_use_materials#,How to Use Materials>>
 *  <<sdk/material_editing#,Material Editing>>
 *  link:https://hub.jmonkeyengine.org/t/jmonkeyengine3-material-system-full-explanation/12947[Materials] forum thread
-*  link:http://nbviewer.jupyter.org/github/jMonkeyEngine/wiki/blob/master/src/docs/resources/tutorials/material/jME3_materials.pdf[jME3 Materials documentation (PDF)]
+//*  link:http://nbviewer.jupyter.org/github/jMonkeyEngine/wiki/blob/master/src/docs/resources/tutorials/material/jME3_materials.pdf[jME3 Materials documentation (PDF)]
 *  link:http://www.youtube.com/watch?v=Feu3-mrpolc[Video Tutorial: Editing and Assigning Materials to Models in jMonkeyEngine SDK (from 2010, is there a newer one?]
 *  link:https://www.blender.org/support/tutorials/[Creating textures in Blender]
 *  link:http://www.shaders.co.uk/ifw2_textures/whatsin10.htm[Various Material screenshots] (Not done with JME3, this is just to show the fantastic range of Material parameters in the hands of an expert, until we have a JME3 demo for it.)