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fix links

mitm001 5 years ago
parent
commit
6d83c8f2da

+ 2 - 2
docs/modules/core/pages/audio/audio.adoc

@@ -295,7 +295,7 @@ a|0.0006f
 audioRenderer.setEnvironment(new Environment(Environment.Dungeon));
 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]
 [source,java]
 ----
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@@ -317,7 +317,7 @@ footstepsAudio.setReverbEnabled(true);
 
 
 [TIP]
 [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.
 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.
 *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/water-reflection-muddy.png[water-reflection-muddy.png,width="150",height="100"]
 image:effect/underwater2.jpg[underwater2.jpg,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.
 Use the SimpleWaterProcessor (SceneProcessor) for small, limited bodies of water, such as puddles, drinking troughs, pools, fountains.
 
 
 See also:
 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"]
 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]
 *  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
 === 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:
 See also:
 
 
 *  xref:effect/particle_emitters.adoc[Particle Emitters]
 *  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)]
 *  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
 = 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.
 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.