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fix links

mitm001 5 jaren geleden
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commit
94b9a3b62b

+ 2 - 2
docs/modules/ROOT/pages/jme3/features.adoc

@@ -142,7 +142,7 @@ a|Blender version 2.78c onwards, +
 See:
 
 * link:https://hub.jmonkeyengine.org/t/jme-gltf-support/39174[gltf] forum post
-* xref:core:how-to/modeling/blender/blender_gltf.adoc[Exporting Models as GlTF meshes from Blender]
+* xref:tutorials:how-to/modeling/blender/blender_gltf.adoc[Exporting Models as GlTF meshes from Blender]
 
 Converting to j3o:
 
@@ -280,7 +280,7 @@ a|OGG Vorbis music and sounds
 
 == Miscellaneous
 
-*  xref:core:app/state/application_states.adoc[Application States] and xref:jme3/advanced/custom_controls.adoc[Controls] to implement xref:jme3/advanced/update_loop.adoc[game logic]
+*  xref:core:app/state/application_states.adoc[Application States] and xref:core:scene/control/custom_controls.adoc[Controls] to implement xref:jme3/advanced/update_loop.adoc[game logic]
 *  xref:jme3/advanced/cinematics.adoc[Cinematics and motion paths]
 *  xref:jme3/advanced/camera.adoc[Camera System]
 **  Normal or parallel view

+ 1 - 1
docs/modules/contributions/pages/ai/jme3_ai.adoc

@@ -437,7 +437,7 @@ At this point you have loaded your `NavMesh`, added the `NavigationControl` to y
 === NavigationControl
 
 
-The link:https://github.com/jMonkeyEngine/doc-examples/blob/master/src/com/jme3/examples/jme3ai/ai/NavigationControl.java[NavigationControl] is a xref:jme3/advanced/custom_controls.adoc[custom control] that extends the link:https://github.com/MeFisto94/jme3-artificial-intelligence/blob/master/AI/src/com/jme3/ai/navmesh/NavMeshPathfinder.java[NavMeshPathFinder] class of the Jme3AI library and implements the `Pickable` interface.
+The link:https://github.com/jMonkeyEngine/doc-examples/blob/master/src/com/jme3/examples/jme3ai/ai/NavigationControl.java[NavigationControl] is a xref:core:scene/control/custom_controls.adoc[custom control] that extends the link:https://github.com/MeFisto94/jme3-artificial-intelligence/blob/master/AI/src/com/jme3/ai/navmesh/NavMeshPathfinder.java[NavMeshPathFinder] class of the Jme3AI library and implements the `Pickable` interface.
 
 [source, java]
 ----

+ 1 - 1
docs/modules/core/pages/app/simpleapplication.adoc

@@ -220,7 +220,7 @@ a|Override this method to initialize the game scene. Here you load and create ob
 
 a|public void simpleUpdate(float tpf)
 a|Override this method to hook into the xref:jme3/advanced/update_loop.adoc[update loop], all code you put here is repeated in a loop. Use this loop to poll the current game state and respond to changes, or to let the game mechanics generate encounters and initiate state changes. Use the float `tpf` as a factor to time actions relative to the _time per frame_ in seconds: `tpf` is large on slow PCs, and small on fast PCs. +
-For more info on how to hook into the update loop, see xref:app/state/application_states.adoc[Application States] and xref:jme3/advanced/custom_controls.adoc[Custom Controls].
+For more info on how to hook into the update loop, see xref:app/state/application_states.adoc[Application States] and xref:scene/control/custom_controls.adoc[Custom Controls].
 
 a|public void simpleRender(RenderManager rm)
 a|*Optional:* Advanced developers can override this method if the need to modify the frameBuffer and scene graph directly.

+ 2 - 2
docs/modules/core/pages/app/update_loop.adoc

@@ -16,7 +16,7 @@ To let you see the main update loop in context, understand that the SimpleApplic
 ..  Update game state:
 ...  Update overall game state – Execute xref:app/state/application_states.adoc[Application States]
 ...  User code update – Execute `simpleUpdate()` method
-...  Logical update of entities – Execute xref:jme3/advanced/custom_controls.adoc[Custom Controls]
+...  Logical update of entities – Execute xref:scene/control/custom_controls.adoc[Custom Controls]
 
 ..  Render audio and video
 ...  xref:app/state/application_states.adoc[Application States] rendering.
@@ -37,5 +37,5 @@ It's a best practice to modularize your game mechanics and spread out initializa
 
 *  Move modular code blocks from the `simpleInitApp()` method into xref:app/state/application_states.adoc[AppStates]. Attach AppStates to initialize custom subsets of "`one`" dungeon, and detach it when the player exits this "`dungeon`". +
 Examples: Weather/sky audio and visuals, physics collision shapes, sub-rootnodes of individual dungeons including dungeon NPCs, etc.
-*  Move modular code blocks from the `simpleUpdate()` method into the update loops of xref:jme3/advanced/custom_controls.adoc[Custom Controls] to control individual entity behavior (NPCs), and into the update method of xref:app/state/application_states.adoc[AppStates] to control world events. +
+*  Move modular code blocks from the `simpleUpdate()` method into the update loops of xref:scene/control/custom_controls.adoc[Custom Controls] to control individual entity behavior (NPCs), and into the update method of xref:app/state/application_states.adoc[AppStates] to control world events. +
 Examples: Weather behaviour, light behaviour, physics behaviour, individual NPC behaviour, trap behaviour, etc.

+ 1 - 1
docs/modules/core/pages/export/save_and_load.adoc

@@ -82,7 +82,7 @@ Here you see why we save user data inside spatials – so it can be saved and lo
 
 JME's BinaryExporter can write standard Java objects (String, ArrayList, buffers, etc), JME objects (Savables, such as Material), and primitive data types (int, float, etc). If you are using any custom class together with a Spatial, then the custom class must implement the `com.jme3.export.Savable` interface. There are two common cases where this is relevant:
 
-*  The Spatial is carrying any xref:jme3/advanced/custom_controls.adoc[Custom Controls]. +
+*  The Spatial is carrying any xref:scene/control/custom_controls.adoc[Custom Controls]. +
 Example: You used something like `mySpatial.addControl(myControl);`
 *  The Spatial's user data can contain a custom Java object. +
 Example: You used something like `mySpatial.setUserData("inventory", myInventory);`

+ 4 - 4
docs/modules/core/pages/scene/spatial.adoc

@@ -1,6 +1,6 @@
 = Spatial
-:revnumber: 2.0
-:revdate: 2020/07/15
+:revnumber: 2.1
+:revdate: 2020/07/24
 :keywords: spatial, node, mesh, geometry, scenegraph
 
 
@@ -96,7 +96,7 @@ You can include custom user data –that is, custom Java objects and methods–
 
 [IMPORTANT]
 ====
-You want to add custom accessor methods to a spatial? Do not extend `Node` or `Geometry`, use xref:jme3/advanced/custom_controls.adoc[Custom Controls] instead. You want to add custom fields to a spatial? Do not extend `Node` or `Geometry`, use the built-in `setUserData()` method instead. Where ever the Spatial is accessible, you can easily access the object's class fields (user data) and accessors (control methods) this way.
+You want to add custom accessor methods to a spatial? Do not extend `Node` or `Geometry`, use xref:scene/control/custom_controls.adoc[Custom Controls] instead. You want to add custom fields to a spatial? Do not extend `Node` or `Geometry`, use the built-in `setUserData()` method instead. Where ever the Spatial is accessible, you can easily access the object's class fields (user data) and accessors (control methods) this way.
 ====
 
 
@@ -107,7 +107,7 @@ This first example adds an integer field named `health` to the Spatial `playerNo
 playerNode.setUserData("health", 100);
 ----
 
-The second example adds a set of custom accessor methods to the player object. You create a xref:jme3/advanced/custom_controls.adoc[custom PlayerControl() class] and you add this control to the Spatial:
+The second example adds a set of custom accessor methods to the player object. You create a xref:scene/control/custom_controls.adoc[custom PlayerControl() class] and you add this control to the Spatial:
 
 [source,java]
 ----

+ 1 - 1
docs/modules/sdk/nav.adoc

@@ -41,7 +41,7 @@
 ***  xref:filters.adoc[Post-Processor Filter Editor and Viewer]
 //*  <<sdk/blender#,Blender Importer>>
 ***  xref:core:app/state/application_states.adoc[Application States]
-***  xref:ROOT:jme3/advanced/custom_controls.adoc[Custom Controls]
+***  xref:core:scene/control/custom_controls.adoc[Custom Controls]
 ***  xref:vehicle_creator.adoc[Vehicle Creator]
 ** Advanced Usage
 ***  xref:build_platform.adoc[Building jMonkeyEngine SDK]

+ 2 - 2
docs/modules/tutorials/pages/beginner/hello_main_event_loop.adoc

@@ -101,7 +101,7 @@ Here you change their properties to update the game state (repeatedly).
 Everything in a game happens either during initialization, or during the update loop. This means that these two methods grow very long over time. Follwo these two strategies to spread out init and update code over several modular Java classes:
 
 *  Move code blocks from the simpleInitApp() method to xref:core:app/state/application_states.adoc[AppStates].
-*  Move code blocks from the simpleUpdate() method to xref:ROOT:jme3/advanced/custom_controls.adoc[Custom Controls].
+*  Move code blocks from the simpleUpdate() method to xref:core:scene/control/custom_controls.adoc[Custom Controls].
 
 Keep this in mind for later when your application grows.
 
@@ -135,4 +135,4 @@ Now you are listening to the update loop, the "`heartbeat`" of the game, and you
 
 *See also:*
 
-*  Advanced jME3 developers use xref:core:app/state/application_states.adoc[Application States] and xref:ROOT:jme3/advanced/custom_controls.adoc[Custom Controls] to implement game mechanics in their update loops. You will come across these topics again later when you proceed to more advanced documentation.
+*  Advanced jME3 developers use xref:core:app/state/application_states.adoc[Application States] and xref:core:scene/control/custom_controls.adoc[Custom Controls] to implement game mechanics in their update loops. You will come across these topics again later when you proceed to more advanced documentation.

+ 3 - 3
docs/modules/tutorials/pages/concepts/best_practices.adoc

@@ -192,7 +192,7 @@ Example: Players have *methods* such as `walk(), addGold(), getHealth(), pickUpI
 *Follow the Best Practice:* In general, use composition over inheritance and keep what an entity does (behaviour system) separate from what this entity is (attributes).
 
 *  Use `xref:ROOT:jme3/advanced/spatial.adoc[setUserData()]` to add custom attributes to Spatials.
-*  Use xref:ROOT:jme3/advanced/custom_controls.adoc[Controls] and xref:core:app/state/application_states.adoc[Application States] to define custom behaviour systems.
+*  Use xref:core:scene/control/custom_controls.adoc[Controls] and xref:core:app/state/application_states.adoc[Application States] to define custom behaviour systems.
 ====
 
 
@@ -231,7 +231,7 @@ As your SimpleApplication-based game grows more advanced, you find yourself putt
 **  An AppState has access to everything in the SimpleApplication (rootNode, AssetManager, StateManager, InputListener, ViewPort, etc).
 
 
-*  Use xref:ROOT:jme3/advanced/custom_controls.adoc[Controls] to implement the _behaviour of game entities_.
+*  Use xref:core:scene/control/custom_controls.adoc[Controls] to implement the _behaviour of game entities_.
 **  Controls add a type of behaviour (methods and fields) to an individual Spatial (a player, an NPC).
 **  Each Control runs its own _thread-safe_ `controlUpdate()` loop that hooks into the main `simpleUpdate()` loop.
 **  One Spatial can be influenced by several Controls. (!)
@@ -255,7 +255,7 @@ AppStates and Controls are extensions to a SimpleApplication. They are your modu
 ====
 
 
-Read all about xref:ROOT:jme3/advanced/custom_controls.adoc[Custom Controls] and xref:core:app/state/application_states.adoc[Application States] here.
+Read all about xref:core:scene/control/custom_controls.adoc[Custom Controls] and xref:core:app/state/application_states.adoc[Application States] here.
 
 
 === Optimize Application Performance

+ 2 - 2
docs/modules/tutorials/pages/concepts/faq.adoc

@@ -230,7 +230,7 @@ Change the geometry's translation (position) live in the update loop using setLo
 
 * xref:beginner/hello_main_event_loop.adoc[Hello Loop]
 * xref:ROOT:jme3/advanced/update_loop.adoc[Update Loop]>
-* xref:ROOT:jme3/advanced/custom_controls.adoc[Custom Controls]
+* xref:core:scene/control/custom_controls.adoc[Custom Controls]
 * xref:ROOT:jme3/advanced/cinematics.adoc[Cinematics]
 
 *Code sample:*
@@ -471,7 +471,7 @@ Use Controls to define the behaviour of types of Spatials. Use Application State
 
 * xref:beginner/hello_main_event_loop.adoc[Hello Loop]
 * xref:ROOT:jme3/advanced/update_loop.adoc[Update Loop]
-* xref:ROOT:jme3/advanced/custom_controls.adoc[Custom Controls]
+* xref:core:scene/control/custom_controls.adoc[Custom Controls]
 * xref:core:app/state/application_states.adoc[Application States]
 * xref:ROOT:jme3/advanced/cinematics.adoc[Cinematics]