Pārlūkot izejas kodu

fixed or removed broken emoji.

mitm 5 gadi atpakaļ
vecāks
revīzija
94e394e8fd

+ 20 - 21
src/docs/asciidoc/jme3/beginner/hello_physics.adoc

@@ -1,6 +1,6 @@
 = jMonkeyEngine 3 Tutorial (13) - Hello Physics
-:author: 
-:revnumber: 
+:author:
+:revnumber:
 :revdate: 2016/03/17 20:48
 :keywords: beginner, intro, physics, documentation, input, model, control
 :relfileprefix: ../../
@@ -11,7 +11,7 @@ ifdef::env-github,env-browser[:outfilesuffix: .adoc]
 Previous: <<jme3/beginner/hello_effects#,Hello Effects>>,
 Next: <<jme3#,JME 3 documentation>>
 
-Do you remember the <<jme3/beginner/hello_collision#,Hello Collision>> tutorial where you made the model of a town solid and walked through it in a first-person perspective? Then you may remember that, for the simulation of physical forces, jME3 integrates the link:http://jbullet.advel.cz/[jBullet] library. 
+Do you remember the <<jme3/beginner/hello_collision#,Hello Collision>> tutorial where you made the model of a town solid and walked through it in a first-person perspective? Then you may remember that, for the simulation of physical forces, jME3 integrates the link:http://jbullet.advel.cz/[jBullet] library.
 
 Apart from making models “solid, the most common use cases for physics in 3D games are:
 
@@ -88,7 +88,7 @@ public class HelloPhysics extends SimpleApplication {
   private static final Sphere sphere;
   private RigidBodyControl    floor_phy;
   private static final Box    floor;
-  
+
   /** dimensions used for bricks and wall */
   private static final float brickLength = 0.48f;
   private static final float brickWidth  = 0.24f;
@@ -112,12 +112,12 @@ public class HelloPhysics extends SimpleApplication {
     bulletAppState = new BulletAppState();
     stateManager.attach(bulletAppState);
     //bulletAppState.getPhysicsSpace().enableDebug(assetManager);
-    
+
     /** Configure cam to look at scene */
     cam.setLocation(new Vector3f(0, 4f, 6f));
     cam.lookAt(new Vector3f(2, 2, 0), Vector3f.UNIT_Y);
     /** Add InputManager action: Left click triggers shooting. */
-    inputManager.addMapping("shoot", 
+    inputManager.addMapping("shoot",
             new MouseButtonTrigger(MouseInput.BUTTON_LEFT));
     inputManager.addListener(actionListener, "shoot");
     /** Initialize the scene, materials, and physics space */
@@ -252,7 +252,7 @@ As always, start with a standard com.jme3.app.SimpleApplication. To activate phy
 
 public class HelloPhysics extends SimpleApplication {
   private BulletAppState bulletAppState;
-  
+
   public void simpleInitApp() {
     bulletAppState = new BulletAppState();
     stateManager.attach(bulletAppState);
@@ -337,8 +337,8 @@ This code sample does the following:
 **  brick_geo has a box shape
 **  brick_geo has a brick-colored material.
 
-.  You attach brick_geo to the rootNode 
-.  You position brick_geo at `loc`. 
+.  You attach brick_geo to the rootNode
+.  You position brick_geo at `loc`.
 .  You create a RigidBodyControl brick_phy for brick_geo.
 **  brick_phy has a mass of 2f.
 **  You add brick_phy to brick_geo.
@@ -369,7 +369,7 @@ You notice that the cannon ball is created in the same way, using the custom `ma
     bulletAppState.getPhysicsSpace().add(ball_phy);
     /** Accelerate the physcial ball to shoot it. */
     ball_phy.setLinearVelocity(cam.getDirection().mult(25));
-    
+
 ----
 
 This code sample does the following:
@@ -378,8 +378,8 @@ This code sample does the following:
 **  ball_geo has a sphere shape
 **  ball_geo has a stone-colored material.
 
-.  You attach ball_geo to the rootNode 
-.  You position ball_geo at the camera location. 
+.  You attach ball_geo to the rootNode
+.  You position ball_geo at the camera location.
 .  You create a RigidBodyControl ball_phy for ball_geo.
 **  ball_phy has a mass of 1f.
 **  You add ball_phy to ball_geo.
@@ -418,10 +418,10 @@ This code sample does the following:
 **  floor_geo has a box shape
 **  floor_geo has a pebble-colored material.
 
-.  You attach floor_geo to the rootNode 
-.  You position floor_geo a bit below y=0 (to prevent overlap with other PhysicControl'ed Spatials). 
+.  You attach floor_geo to the rootNode
+.  You position floor_geo a bit below y=0 (to prevent overlap with other PhysicControl'ed Spatials).
 .  You create a RigidBodyControl floor_phy for floor_geo.
-**  floor_phy has a mass of 0f emoji:
+**  floor_phy has a mass of 0f 
 **  You add floor_phy to floor_geo.
 **  You register floor_phy to the PhysicsSpace.
 
@@ -436,7 +436,7 @@ Let's have a quick look at the custom helper methods:
 *  `initCrossHairs()` – This method simply displays a plus sign that you use as crosshairs for aiming. Note that screen elements such as crosshairs are attached to the `guiNode`, not the `rootNode`!
 *  `initInputs()` – This method sets up the click-to-shoot action.
 
-These methods are each called once from the `simpleInitApp()` method at the start of the game. As you see, you can write any number of custom methods to set up your game's scene. 
+These methods are each called once from the `simpleInitApp()` method at the start of the game. As you see, you can write any number of custom methods to set up your game's scene.
 
 
 == The Cannon Ball Shooting Action
@@ -447,7 +447,7 @@ In the `initInputs()` method, you add an input mapping that triggers a shoot act
 ----
 
   private void initInputs() {
-    inputManager.addMapping("shoot", 
+    inputManager.addMapping("shoot",
             new MouseButtonTrigger(MouseInput.BUTTON_LEFT));
     inputManager.addListener(actionListener, "shoot");
   }
@@ -488,11 +488,11 @@ Learn more about static versus kinematic versus dynamic in the <<jme3/advanced/p
 
 === Exercise 1: Debug Shapes
 
-Add the following line after the bulletAppState initialization. 
+Add the following line after the bulletAppState initialization.
 
 [source,java]
 ----
-// For older versions up to JME sdk 3.0.10 
+// For older versions up to JME sdk 3.0.10
 bulletAppState.getPhysicsSpace().enableDebug(assetManager);
 ----
 
@@ -502,7 +502,7 @@ or
 // For new versions thereafter
 bulletAppState.setDebugEnabled(true);
 ----
-Now you see the collisionShapes of the bricks and spheres, and the floor highlighted. 
+Now you see the collisionShapes of the bricks and spheres, and the floor highlighted.
 
 
 === Exercise 2: No Mo' Static
@@ -528,4 +528,3 @@ You have learned how to activate the jBullet PhysicsSpace in an application by a
 ====
 Congratulations! – You have completed the last beginner tutorial. Now you are ready to start <<jme3#,combining what you have learned>>, to create a cool 3D game of your own. Show us what you can do, and feel free to share your demos, game videos, and screenshots on the link:http://hub.jmonkeyengine.org/c/user-code-projects[User Code &amp; Projects Forum]!
 ====
-

+ 1 - 1
src/docs/asciidoc/jme3/contributions/entitysystem/detailed.adoc

@@ -212,7 +212,7 @@ This often result in mislead skepticism about the design. So get back to read it
 
 [TIP]
 ====
-This area contain some best gotchas and practical wisdom when working with ES. I change this to upper position in the page be cause I think practical works save us more than theories. This page can be called a “Design course after all without this section!!! emoji: emoji:
+This area contain some best gotchas and practical wisdom when working with ES. I change this to upper position in the page be cause I think practical works save us more than theories. This page can be called a “Design course after all without this section!!! 
 ====
 
 

+ 5 - 5
src/docs/asciidoc/jme3/contributions/tonegodgui/donts.adoc

@@ -1,17 +1,17 @@
 = donts
-:author: 
-:revnumber: 
+:author:
+:revnumber:
 :revdate: 2016/03/17 20:48
 :relfileprefix: ../../../
 :imagesdir: ../../..
 ifdef::env-github,env-browser[:outfilesuffix: .adoc]
 
 
-Things that I suggest NOT doing when using this library: 
+Things that I suggest NOT doing when using this library:
 
 .  Unnecessary nesting.
 **  A panel is a window, not a generic container.
-**  Unless someone can give me a solid reason why I should reconsider this, there is NO need to create windows, panels, etc as anything but screen level components.  Otherwise, you are creating unnecessary overhead and limiting the potential of your UI. 
+**  Unless someone can give me a solid reason why I should reconsider this, there is NO need to create windows, panels, etc as anything but screen level components.  Otherwise, you are creating unnecessary overhead and limiting the potential of your UI.
 
 g0d has spoken… well, t0neg0d has anyways. +
-Eh… I'm tired… more to come later.  In the mean time, DON'T DO #1. emoji:
+Eh… I'm tired… more to come later.  In the mean time, DON'T DO #1. 

+ 18 - 18
src/docs/asciidoc/jme3/contributions/tonegodgui/label.adoc

@@ -1,6 +1,6 @@
 = Label Class
-:author: 
-:revnumber: 
+:author:
+:revnumber:
 :revdate: 2016/03/17 20:48
 :relfileprefix: ../../../
 :imagesdir: ../../..
@@ -42,17 +42,17 @@ Below is the code that creates the label(s):
 ----
 
 public class Gui {
-    
+
     private Screen screen;
     //private LabelElement label1, label2;
     private Label label1, label2;
     private Panel background;
-    
+
     public Gui(App app){
         screen = new Screen(app);
         float width  = 300f;
         float height = 100f;
-        
+
         //label1 = new LabelElement(
         label1 = new Label(
                 screen,                           // Screen
@@ -61,7 +61,7 @@ public class Gui {
                 new Vector2f(width, height / 2),  // size
                 new Vector4f(0f, 0f, 0f, 0f),     // resize borders
                 null);                            // image
-        
+
         //label2 = new LabelElement(
         label2 = new Label(
                 screen,                             // Screen
@@ -70,7 +70,7 @@ public class Gui {
                 new Vector2f(width, height / 2),    // size
                 new Vector4f(0f, 0f, 0f, 0f),       // resize borders
                 null);                              // image
-        
+
         background = new Panel(
                 screen,                                       // Screen
                 "background",                                 // ID
@@ -78,36 +78,36 @@ public class Gui {
                 new Vector2f(width, height),                  // size
                 new Vector4f(10f, 10f, 10f, 10f),             // resize borders
                 "tonegod/gui/style/def/Window/panel_x.png");  // image
-                
+
 
 //        AssetManager assetManager = app.getAssetManager();
 //        Material mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
-//        mat.setColor("Color", ColorRGBA.Gray); 
+//        mat.setColor("Color", ColorRGBA.Gray);
 //        background.setMaterial(mat);
-        
+
         label1.setText("First Text");
         label1.setFontColor(ColorRGBA.White);
         label1.setTextAlign(BitmapFont.Align.Center);
-        
+
         label2.setText("Second Text");
         label2.setFontColor(ColorRGBA.White);
         label2.setTextAlign(BitmapFont.Align.Center);
-        
+
         background.addChild(label1);
         background.addChild(label2);
         screen.addElement(background);
-    
+
     }
-    
+
     public Screen getScreen(){
         return screen;
     }
-    
+
     public void setText1(String text1){
         label1.setText(text1);
         //label1.show();
     }
-    
+
     public void setText2(String text1){
         label2.setText(text1);
         //label2.show();
@@ -119,6 +119,6 @@ public class Gui {
 
 == Troubleshooting:
 
-*If your labels don't show up*, make sure that the ID string for each of them is different.  For labels that have the same ID String, only the first one will show up.  Consequent ones will not be added to the parent, and … as far as I know … it doesn't throw an exception.  Having the same ID Strings between labels, or any other element, can come from copying and pasting constructors.  
+*If your labels don't show up*, make sure that the ID string for each of them is different.  For labels that have the same ID String, only the first one will show up.  Consequent ones will not be added to the parent, and … as far as I know … it doesn't throw an exception.  Having the same ID Strings between labels, or any other element, can come from copying and pasting constructors.
 
-… been there … done that …  emoji:.  
+… been there … done that … .

+ 2 - 1
src/docs/asciidoc/jme3/external/blender.adoc

@@ -5,6 +5,7 @@
 :relfileprefix: ../../
 :imagesdir: ../..
 :experimental:
+:stylesheet: twemoji-awesome.css
 ifdef::env-github,env-browser[:outfilesuffix: .adoc]
 
 
@@ -350,7 +351,7 @@ link:http://www.indiedb.com/games/street-rally-3d/downloads/optimizing-3d-models
 
 == SkyBox baking
 
-There are several ways to create static images to use for a sky in your game. This will describe the concepts used in blender and create an ugly sky emoji:smiley Check the links below for other ways and prettier skies.
+There are several ways to create static images to use for a sky in your game. This will describe the concepts used in blender and create an ugly sky emoji:smiley[] Check the links below for other ways and prettier skies.
 
 A sky box is a texture mapped cube, it can also, loosely, be called en EnvMap or a CubeMap. The camera is inside the cube and the clever thing that jME does is to draw the sky so it is always behind whatever else is in your scene. Imagine the monkey is the camera in the picture.