mitm001 5 rokov pred
rodič
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docs/modules/core/pages/audio/audio.adoc

@@ -295,7 +295,7 @@ a|0.0006f
 audioRenderer.setEnvironment(new Environment(Environment.Dungeon));
 ----
 
-**  Or activate <<jme3/advanced/audio_environment_presets#,custom environment settings>> in the Environment constructor:
+**  Or activate xref:audio/audio_environment_presets.adoc[custom environment settings] in the Environment constructor:
 +
 [source,java]
 ----
@@ -317,7 +317,7 @@ footstepsAudio.setReverbEnabled(true);
 
 [TIP]
 ====
-A sound engineer can create a custom `com.​jme3.​audio.Environment` object and specify custom environment values such as density, diffusion, gain, decay, delay… You can find many <<jme3/advanced/audio_environment_presets#,examples of custom audio environment presets>> here.
+A sound engineer can create a custom `com.​jme3.​audio.Environment` object and specify custom environment values such as density, diffusion, gain, decay, delay… You can find many xref:audio/audio_environment_presets.adoc[examples of custom audio environment presets] here.
 ====
 
 

+ 2 - 2
docs/modules/core/pages/collision/collision_and_intersection.adoc

@@ -5,7 +5,7 @@
 
 The term collision can be used to refer to xref:physics:collision/physics_listeners.adoc[physical interactions] (where xref:physics:physics.adoc[physical objects] collide, push and bump off one another), and also to non-physical _intersections_ in 3D space. This article is about the non-physical (mathematical) collisions.
 
-Non-physical collision detection is interesting because it uses less computing resources than physical collision detection. The non-physical calculations are faster because they do not have any side effects such as pushing other objects or bumping off of them. Tasks such as xref:mouse_picking.adoc[mouse picking] are easily implemented using mathematical techniques such as ray casting and intersections.  Experienced developers optimize their games by finding ways to simulate certain (otherwise expensive physical) interactions in a non-physical way.
+Non-physical collision detection is interesting because it uses less computing resources than physical collision detection. The non-physical calculations are faster because they do not have any side effects such as pushing other objects or bumping off of them. Tasks such as xref:input/mouse_picking.adoc[mouse picking] are easily implemented using mathematical techniques such as ray casting and intersections.  Experienced developers optimize their games by finding ways to simulate certain (otherwise expensive physical) interactions in a non-physical way.
 
 *Example:* One example for an optimization is a physical vehicle's wheels. You could make the wheels fully physical disks, and have jME calculate every tiny force – sounds very accurate? It's total overkill and too slow for a racing game. A more performant solution is to cast four invisible rays down from the vehicle and calculate the intersections with the floor. These non-physical wheels require (in the simplest case) only four calculations per tick to achieve an effect that players can hardly distinguish from the real thing.
 
@@ -179,7 +179,7 @@ These simple but powerful ray-surface intersection tests are called Ray Casting.
 ====
 
 
-Learn the details of how to implement xref:mouse_picking.adoc[Mouse Picking] here.
+Learn the details of how to implement xref:input/mouse_picking.adoc[Mouse Picking] here.
 
 '''
 

+ 4 - 4
docs/modules/core/pages/effect/effects_overview.adoc

@@ -88,7 +88,7 @@ image:effect/water.png[water.png,width="150",height="100"]
 image:effect/water-reflection-muddy.png[water-reflection-muddy.png,width="150",height="100"]
 image:effect/underwater2.jpg[underwater2.jpg,width="150",height="100"]
 
-The jMonkeyEngine xref:jme3/advanced/water.adoc["`SeaMonkey WaterFilter`"] simulates ocean waves, foam, including cool underwater caustics. +
+The jMonkeyEngine xref:effect/water.adoc["`SeaMonkey WaterFilter`"] simulates ocean waves, foam, including cool underwater caustics. +
 Use the SimpleWaterProcessor (SceneProcessor) for small, limited bodies of water, such as puddles, drinking troughs, pools, fountains.
 
 See also:
@@ -139,7 +139,7 @@ image:effect/tanlglow1.png[tanlglow1.png,width="150",height="100"]
 image:effect/shadow-sponza-ssao.png[shadow-sponza-ssao.png,width="150",height="100"]
 
 *  link:{uri-jmonkeyengine}jme3-examples/src/main/java/jme3test/post/TestBloom.java[TestBloom.java]
-*  More details: xref:jme3/advanced/bloom_and_glow.adoc[Bloom and Glow] – BloomFilter.
+*  More details: xref:effect/bloom_and_glow.adoc[Bloom and Glow] – BloomFilter.
 
 
 
@@ -180,7 +180,7 @@ image:effect/toon-dino.png[toon-dino.png,width="150",height="100"]
 
 === Fade in / Fade out
 
-*  xref:jme3/advanced/fade.adoc[Fade] – FadeFilter
+*  xref:effect/fade.adoc[Fade] – FadeFilter
 
 
 
@@ -252,5 +252,5 @@ Filters in a nutshell.
 See also:
 
 *  xref:effect/particle_emitters.adoc[Particle Emitters]
-*  xref:jme3/advanced/bloom_and_glow.adoc[Bloom and Glow]
+*  xref:effect/bloom_and_glow.adoc[Bloom and Glow]
 *  link:http://www.smashingmagazine.com/2008/08/07/50-photoshop-tutorials-for-sky-and-space-effects/[Photoshop Tutorial for Sky and space effects (article)]

+ 2 - 6
docs/modules/core/pages/effect/fade.adoc

@@ -1,10 +1,6 @@
 = Fade-in / Fade-out Effect
-:author: 
-:revnumber: 
-:revdate: 2016/03/17 20:48
-:relfileprefix: ../../
-:imagesdir: ../..
-ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+:revnumber: 2.0
+:revdate: 2020/07/25
 
 
 You can use a fade in/fade out effect to make smooth transitions, for example between game levels. The effect fades in from black to the initialized scene, or fades out from the scene to black.