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mitm001 há 5 anos atrás
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+ 2 - 2
docs/modules/tutorials/pages/concepts/math.adoc

@@ -376,7 +376,7 @@ s.getLocalRotation().fromAngles(angles);
 
 === Three Axes
 
-If you have three axes that define your rotation, where the axes define the left axis, up axis and directional axis respectively) you can make use of `fromAxes` to generate the Quaternion. It should be noted that this will generate a new xref:ROOT:jme3/matrix.adoc[Matrix] object that is then garbage collected, thus, this method should not be used if it will be called many times. Again, `toAxes` will populate a Vector3f array.
+If you have three axes that define your rotation, where the axes define the left axis, up axis and directional axis respectively) you can make use of `fromAxes` to generate the Quaternion. It should be noted that this will generate a new xref:core:math/matrix.adoc[Matrix] object that is then garbage collected, thus, this method should not be used if it will be called many times. Again, `toAxes` will populate a Vector3f array.
 
 
 ==== Example - Rotate a Spatial Using fromAxes
@@ -397,7 +397,7 @@ s.getLocalRotation().fromAxes(axes);
 
 === Rotation Matrix
 
-Commonly you might find yourself with a xref:ROOT:jme3/matrix.adoc[Matrix] defining a rotation. In fact, it's very common to contain a rotation in a Matrix create a Quaternion, rotate the Quaternion, and then get the Matrix back. Quaternion contains a `fromRotationMatrix` method that will create the appropriate Quaternion based on the give Matrix. The `toRotationMatrix` will populate a given Matrix.
+Commonly you might find yourself with a xref:core:math/matrix.adoc[Matrix] defining a rotation. In fact, it's very common to contain a rotation in a Matrix create a Quaternion, rotate the Quaternion, and then get the Matrix back. Quaternion contains a `fromRotationMatrix` method that will create the appropriate Quaternion based on the give Matrix. The `toRotationMatrix` will populate a given Matrix.
 
 
 ==== Example - Rotate a Spatial Using a Rotation Matrix

+ 1 - 1
docs/modules/tutorials/pages/concepts/rotate.adoc

@@ -180,7 +180,7 @@ For a deeper explaination, see this forum thread: link:https://hub.jmonkeyengine
 
 This here is just about rotation, but there are three types of 3-D transformation: rotate, scale, and translate.
 
-You can do all transformations in individual steps (and then update the objects geometry and bounds), or you can combine them and transform the object in one step. If you have a lot of repetitive movement going on in your game it's worth learning more about xref:ROOT:jme3/matrix.adoc[Matrix4f] for optimization. JME can also help you interpolate the steps between two fixed transformations.
+You can do all transformations in individual steps (and then update the objects geometry and bounds), or you can combine them and transform the object in one step. If you have a lot of repetitive movement going on in your game it's worth learning more about xref:core:math/matrix.adoc[Matrix4f] for optimization. JME can also help you interpolate the steps between two fixed transformations.
 
 *  com.jme3.math.Transform, interpolateTransforms() – interpolate a step between two transformations
 **  link:{link-javadoc}/com/jme3/math/Transform.html[com.jme.math.Transform]