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Fixed broken smart quotes.

mitm 7 年之前
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      src/docs/asciidoc/jme3/terminology.adoc

+ 15 - 15
src/docs/asciidoc/jme3/terminology.adoc

@@ -49,7 +49,7 @@ You create 3D meshes in tools called mesh editors, e.g in Blender. The jMonkeyEn
 
 == Materials: Color, Lighting/Shading
 
-What we call “color is merely part of an object's light reflection. The onlooker's brain uses shading and reflecting properties to infer an object's shape and material. Factors like these make all the difference between chalk vs milk, skin vs paper, water vs plastic, etc!
+What we call "`color`" is merely part of an object's light reflection. The onlooker's brain uses shading and reflecting properties to infer an object's shape and material. Factors like these make all the difference between chalk vs milk, skin vs paper, water vs plastic, etc!
 
 
 === Color
@@ -106,7 +106,7 @@ image::jme3/tanlglow2.png[tanlglow2.png,400,234,align="center"]
 
 Textures are part of Materials. In the simplest case, an object could have just one texture, the Color Map, loaded from one image file. When you think back of old computer games you'll remember this looks quite plain.
 
-The more information you (the game designer) provide additionally to the Color Map, the higher the degree of detail and realism. Whether you want photo-realistic rendering or “toon rendering (Cel Shading), everything depends on the quality of your materials and textures. Modern 3D graphics use several layers of information to describe one material, each mapped layer is a texture.
+The more information you (the game designer) provide additionally to the Color Map, the higher the degree of detail and realism. Whether you want photo-realistic rendering or "`toon`" rendering (Cel Shading), everything depends on the quality of your materials and textures. Modern 3D graphics use several layers of information to describe one material, each mapped layer is a texture.
 
 
 [TIP]
@@ -205,14 +205,14 @@ image::wp-uploads/glass-teapot1.png[glass-teapot1.png,width="160",height="90"]
 
 Environment Mapping or Reflection Mapping is used to create the impression of reflections and refractions in real time. It's faster (but less accurate) than the raytracing methods used in offline rendering applications.
 
-You create a Cube Map to represent your environment; Sphere Maps are also possible, but often look distorted. Basically you give the environment map a set of images showing a “360° view of the background scene – very similar to a skybox. The renderer maps the environment on the texture of the reflective surface, which results in an acceptable “glass/mirror/water effect. Just like a skybox, the reflection map is static, so dynamic things (such as the player walking) are not part of the reflection. (!)
+You create a Cube Map to represent your environment; Sphere Maps are also possible, but often look distorted. Basically you give the environment map a set of images showing a "`360°`" view of the background scene – very similar to a skybox. The renderer maps the environment on the texture of the reflective surface, which results in an acceptable "`glass/mirror/water`" effect. Just like a skybox, the reflection map is static, so dynamic things (such as the player walking) are not part of the reflection. (!)
 
 See also: <<jme3/advanced/water#,Water>>.
 
 
 === MIP Map Texture
 
-MIP Map means that you provide one texture in two or three resolutions in one file (MIP = “multum in parvo = “many in one). Depending on how close (or far) the camera is, the engine automatically renders a more (or less) detailed texture for the object. Thus objects look detailed at close up, but also look good when viewed from far away. Good for everything, but requires more time to create and more space to store textures. If you don't provide custom ones, the jMonkeyEngine creates basic MIP maps automatically as an optimization.
+MIP Map means that you provide one texture in two or three resolutions in one file (MIP = "`multum`" in parvo = "`many`" in one). Depending on how close (or far) the camera is, the engine automatically renders a more (or less) detailed texture for the object. Thus objects look detailed at close up, but also look good when viewed from far away. Good for everything, but requires more time to create and more space to store textures. If you don't provide custom ones, the jMonkeyEngine creates basic MIP maps automatically as an optimization.
 
 
 === Procedural Textures
@@ -259,17 +259,17 @@ E.g. when the thigh bone moves, the leg is fully affected, the hips joints less
 
 .  *Keyframe Animation:* A keyframe is one recorded snapshot of a motion sequence.
 **  A series of keyframes makes up one animation.
-**  Each model can have several animations. Each animation has a name to identify it (e.g. “walk, “attack, “jump).
+**  Each model can have several animations. Each animation has a name to identify it (e.g. "`walk`", "`attack`", "`jump`").
 **  You specify in your game code which keyframe animation to load, and when to play it.
 
 
 
 [TIP]
 ====
-What is the difference between animation (rigging, skinning, keyframes) and transformation (rotation, scaling, moving, “slerp)?
+What is the difference between animation (rigging, skinning, keyframes) and transformation (rotation, scaling, moving, "`slerp`")?
 
 *  Transformation is simpler than animation. Sometimes, transforming a geometry already makes it look like it is animated: For example, a spinning windmill, a pulsating alien ball of energy, moving rods of a machine. Transformations can be easily done with JME3 methods.
-*  Animations however are more complex and are encoded in a special format (keyframes). They distort the skin of the mesh, and complex series of motions be “recorded (in external tools) and played (in JME3).
+*  Animations however are more complex and are encoded in a special format (keyframes). They distort the skin of the mesh, and complex series of motions be "`recorded`" (in external tools) and played (in JME3).
 
 
 ====
@@ -278,8 +278,8 @@ What is the difference between animation (rigging, skinning, keyframes) and tran
 
 === Kinematics
 
-*  Forward kinematics: “Given the angles of all the character's joints, what is the position of the character's hand?
-*  Inverse kinematics: “Given the position of the character's hand, what are the angles of all the character's joints?
+*  Forward kinematics: "`Given`" the angles of all the character's joints, what is the position of the character's hand?
+*  Inverse kinematics: "`Given`" the position of the character's hand, what are the angles of all the character's joints?
 
 
 === Controller and Channel
@@ -289,13 +289,13 @@ In the JME3 application, you register animated models to the Animation Controlle
 
 == Artificial Intelligence (AI)
 
-Non-player (computer-controlled) characters (NPCs) are only fun in a game if they do not stupidly bump into walls, or blindly run into the line of fire. You want to make NPCs “aware of their surroundings and let them make decisions based on the game state – otherwise the player can just ignore them. The most common use case is that you want to make enemies interact in a way so they offer a more interesting challenge for the player.
+Non-player (computer-controlled) characters (NPCs) are only fun in a game if they do not stupidly bump into walls, or blindly run into the line of fire. You want to make NPCs "`aware`" of their surroundings and let them make decisions based on the game state – otherwise the player can just ignore them. The most common use case is that you want to make enemies interact in a way so they offer a more interesting challenge for the player.
 
-“Smart game elements are called artificially intelligent agents (AI agents). An AI agent can be used to implement enemy NPCs as well as trained pets; you also use them to create automatic alarm systems that lock doors and “call the guards after the player triggers an intruder alert.
+“Smart game elements are called artificially intelligent agents (AI agents). An AI agent can be used to implement enemy NPCs as well as trained pets; you also use them to create automatic alarm systems that lock doors and "`call`" the guards after the player triggers an intruder alert.
 
 The domain of artificial intelligence deals, among other things, with:
 
-*  *Knowledge* – Knowledge is _the data_ to which the AI agent has access, and on which the AI bases its decisions. Realistic agents only “know what they “see and hear. This implies that information can be hidden from the AI to keep the game fair. You can have an all-knowing AI, or you can let only some AI agents share information, or you let only AI agents who are close know the current state. +
+*  *Knowledge* – Knowledge is _the data_ to which the AI agent has access, and on which the AI bases its decisions. Realistic agents only "`know`" what they "`see and hear`". This implies that information can be hidden from the AI to keep the game fair. You can have an all-knowing AI, or you can let only some AI agents share information, or you let only AI agents who are close know the current state. +
 Example: After the player trips the wire, only a few AI guards with two-way radios start moving towards the player's position, while many other guards don't suspect anything yet.
 *  *Goal Planning* – Planning is about how an AI agent _takes action_. Each agent has the priority to achieve a specific goal, to reach a future state. When programming, you split the agent's goal into several subgoals. The agent consults its knowledge about the current state, chooses from available tactics and strategies, and prioritizes them. The agent repeatedly tests whether the current state is closer to its goal. If unsuccessful, the agent must discard the current tactics/strategy and try another one. +
 Example: An agent searches the best path to reach the player base in a changing environment, avoiding traps. An agent chases the player with the goal of eliminating him. An agent hides from the player with the goal of murdering a VIP.
@@ -378,7 +378,7 @@ You calculate the Surface Normal by calculating the cross product.
 
 ==== Cross Product
 
-The cross product is a calculation that you use to find a perpendicular vector (an orthogonal, a “right angle at 90°).
+The cross product is a calculation that you use to find a perpendicular vector (an orthogonal, a "`right`" angle at 90°).
 In 3D space, speaking of an orthogonal only makes sense with respect to a plane. You need two vectors to uniquely define a plane. The cross product of the two vectors, `v1 × v2`, is a new vector that is perpendicular to this plane. A vector perpendicular to a plane is a called _Surface Normal_.
 
 *Example:* The x unit vector and the y unit vector together define the x/y plane. The vector perpendicular to them is the z axis. JME can calculate that this equation is true: +
@@ -394,9 +394,9 @@ Examples: Falling and rotating bricks in 3D Tetris.
 
 ==== Slerp
 
-Slerp is how we pronounce spherical linear interpolation when we are in a hurry. A slerp is an interpolated transformation that is used as a simple “animation in 3D engines. You define a start and end state, and the slerp interpolates a constant-speed transition from one state to the other. You can play the motion, pause it at various percentages (values between 0.0 and 1.0), and play it backwards and forwards. link:http://javadoc.jmonkeyengine.org/com/jme3/math/Quaternion.html#slerp-com.jme3.math.Quaternion-com.jme3.math.Quaternion-float-[JavaDoc: slerp()]
+Slerp is how we pronounce spherical linear interpolation when we are in a hurry. A slerp is an interpolated transformation that is used as a simple "`animation`" in 3D engines. You define a start and end state, and the slerp interpolates a constant-speed transition from one state to the other. You can play the motion, pause it at various percentages (values between 0.0 and 1.0), and play it backwards and forwards. link:http://javadoc.jmonkeyengine.org/com/jme3/math/Quaternion.html#slerp-com.jme3.math.Quaternion-com.jme3.math.Quaternion-float-[JavaDoc: slerp()]
 
-Example: A burning meteorite Geometry slerps from “position p1, rotation r1, scale s1 in the sky down to “p2, r2, s2 into a crater.
+Example: A burning meteorite Geometry slerps from "`position p1, rotation r1, scale s1`" in the sky down to "`p2, r2, s2`" into a crater.
 
 <<jme3/math#,Learn more about 3D maths here.>>