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reset javadoc links to attribute.

mitm 5 anos atrás
pai
commit
9d0e4fd07d

+ 1 - 1
src/docs/asciidoc/jme3/advanced/walking_character.adoc

@@ -64,7 +64,7 @@ rootNode.attachChild(playerNode); // add wrapper to root
 
 ----
 
-This table doesn't contain all of the methods of the BetterCharacterControl class, just the commonly used ones. For a full list, see the link:https://javadoc.jmonkeyengine.org/v3.x/index.html[java doc].
+This table doesn't contain all of the methods of the BetterCharacterControl class, just the commonly used ones. For a full list, see the link:{link-javadoc}[java doc].
 [cols="2", options="header"]
 |===
 

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

@@ -325,7 +325,7 @@ The goal of this tutorial is to explain briefly how to bake light map in blender
 
 == Importing the model in the SDK and creating the appropriate material
 
-Once this is done, export your model with one of the supported <</jme3/intermediate/file_types#supported-external-file-types,3D model types>> and convert it into a `.j3o` with the SDK, or the JME link:https://javadoc.jmonkeyengine.org/v3.3.0-beta1/com/jme3/export/binary/BinaryExporter.html[BinaryExporter].
+Once this is done, export your model with one of the supported <</jme3/intermediate/file_types#supported-external-file-types,3D model types>> and convert it into a `.j3o` with the SDK, or the JME link:{link-javadoc}/com/jme3/export/binary/BinaryExporter.html[BinaryExporter].
 
 *  Create material for it using the lighting definition.
 *  Add the colorMap in the diffuse map slot and the lightMap in the light map slot.

+ 1 - 1
src/docs/asciidoc/jme3/intermediate/multi-media_asset_pipeline.adoc

@@ -142,7 +142,7 @@ See also: link:http://www.gamasutra.com/view/feature/2530/practical_texture_atla
 
 == Convert 3D Models to .j3o Format
 
-Convert all models and scenes to jME3's binary .j3o format to load() them. You use the jMonkeyEngine SDK or JME link:https://javadoc.jmonkeyengine.org/v3.3.0-beta1/com/jme3/export/binary/BinaryExporter.html[BinaryExporter] .
+Convert all models and scenes to jME3's binary .j3o format to load() them. You use the jMonkeyEngine SDK or JME link:{link-javadoc}/com/jme3/export/binary/BinaryExporter.html[BinaryExporter] .
 
 .  Confirm that you exported the model into the `assets/Textures` directory (or subdirectories) together with all its textures.
 .  In the SDK, right-click the model and choose "`Convert to j3o Binary`". +

+ 1 - 1
src/docs/asciidoc/jme3/jme3_source_structure.adoc

@@ -232,7 +232,7 @@ Optional:
 
 == API Structure
 
-For details see the link:{link-javadoc}[{link-javadoc}].
+For details see the link:{link-javadoc}[javadoc].
 
 
 == Data File Types

+ 1 - 1
src/docs/asciidoc/jme3/matrix.adoc

@@ -10,7 +10,7 @@ ifdef::env-github,env-browser[:outfilesuffix: .adoc]
 
 == Matrix
 
-See link:https://javadoc.jmonkeyengine.org/index.html?com/jme3/math/Matrix3f.html[Javadoc of Matrix3f] and link:https://javadoc.jmonkeyengine.org/index.html?com/jme3/math/Matrix4f.html[Javadoc of Matrix4f]
+See link:{link-javadoc}/com/jme3/math/Matrix3f.html[Javadoc of Matrix3f] and link:{link-javadoc}/com/jme3/math/Matrix4f.html[Javadoc of Matrix4f]
 
 
 === Definition

+ 1 - 1
src/docs/asciidoc/jme3/quaternion.adoc

@@ -10,7 +10,7 @@ ifdef::env-github,env-browser[:outfilesuffix: .adoc]
 
 == Quaternion
 
-See link:https://javadoc.jmonkeyengine.org/index.html?com/jme3/math/Quaternion.html[Javadoc]
+See link:{link-javadoc}/com/jme3/math/Quaternion.html[Javadoc]
 
 
 === Definition

+ 2 - 2
src/docs/asciidoc/jme3/rotate.adoc

@@ -141,7 +141,7 @@ cylinder.updateGeometry();
 You can specify two rotations, and then have jme calculate (interpolate) the steps between two rotations:
 
 *  com.jme3.math.Quaternion, slerp() – store an interpolated step between two rotations
-**  link:https://javadoc.jmonkeyengine.org/index.html?com/jme3/math/Quaternion.html[com.jme3.math.Quaternion]
+**  link:{link-javadoc}/com/jme3/math/Quaternion.html[com.jme3.math.Quaternion]
 //**  link:{link-javadoc}/com/jme/math/TransformQuaternion.html[com.jme.math.TransformQuaternion]
 
 
@@ -188,5 +188,5 @@ This here is just about rotation, but there are three types of 3-D transformatio
 You can do all transformations in individual steps (and then update the objects geometry and bounds), or you can combine them and transform the object in one step. If you have a lot of repetitive movement going on in your game it's worth learning more about <<jme3/matrix#,Matrix4f>> for optimization. JME can also help you interpolate the steps between two fixed transformations.
 
 *  com.jme3.math.Transform, interpolateTransforms() – interpolate a step between two transformations
-**  link:https://javadoc.jmonkeyengine.org/index.html?com/jme3/math/Transform.html[com.jme.math.Transform]
+**  link:{link-javadoc}/com/jme3/math/Transform.html[com.jme.math.Transform]
 *  In case you missed it, see also <<jme3/quaternion#,Quaternion>>.