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build: use relative path, no longer side images dir in generated , add metadata into document header

David Bernard 9 ani în urmă
părinte
comite
ad919c6e0f
100 a modificat fișierele cu 798 adăugiri și 184 ștergeri
  1. 6 4
      build.gradle
  2. 6 0
      src/docs/asciidoc/bsd_license.adoc
  3. 5 2
      src/docs/asciidoc/bugtest.adoc
  4. 6 3
      src/docs/asciidoc/choose-jme2-or-jme3.adoc
  5. 5 2
      src/docs/asciidoc/compare-jme2-jme3.adoc
  6. 6 3
      src/docs/asciidoc/documentacao.adoc
  7. 6 3
      src/docs/asciidoc/documentation.adoc
  8. 6 3
      src/docs/asciidoc/documentation_de.adoc
  9. 6 3
      src/docs/asciidoc/documentation_zh.adoc
  10. 8 3
      src/docs/asciidoc/gsoc/application.adoc
  11. 8 3
      src/docs/asciidoc/gsoc/ideas.adoc
  12. 8 3
      src/docs/asciidoc/gsoc/students_handbook.adoc
  13. 7 2
      src/docs/asciidoc/jm3/solutions.adoc
  14. 6 3
      src/docs/asciidoc/jme3.adoc
  15. 9 4
      src/docs/asciidoc/jme3/advanced/3d_models.adoc
  16. 7 2
      src/docs/asciidoc/jme3/advanced/ai.adoc
  17. 8 0
      src/docs/asciidoc/jme3/advanced/android.adoc
  18. 7 2
      src/docs/asciidoc/jme3/advanced/animation.adoc
  19. 8 0
      src/docs/asciidoc/jme3/advanced/anisotropic_filtering.adoc
  20. 7 2
      src/docs/asciidoc/jme3/advanced/application_states.adoc
  21. 7 2
      src/docs/asciidoc/jme3/advanced/appstatesdemo.adoc
  22. 7 2
      src/docs/asciidoc/jme3/advanced/asset_manager.adoc
  23. 8 0
      src/docs/asciidoc/jme3/advanced/atom_framework.adoc
  24. 9 1
      src/docs/asciidoc/jme3/advanced/atom_framework/ai.adoc
  25. 8 0
      src/docs/asciidoc/jme3/advanced/atom_framework/ai/architecture.adoc
  26. 8 0
      src/docs/asciidoc/jme3/advanced/atom_framework/atom2d.adoc
  27. 8 0
      src/docs/asciidoc/jme3/advanced/atom_framework/atom2deditor.adoc
  28. 8 0
      src/docs/asciidoc/jme3/advanced/atom_framework/atomanim.adoc
  29. 8 0
      src/docs/asciidoc/jme3/advanced/atom_framework/atomcore.adoc
  30. 8 0
      src/docs/asciidoc/jme3/advanced/atom_framework/atomcore/actor.adoc
  31. 8 0
      src/docs/asciidoc/jme3/advanced/atom_framework/atomcore/algorithms.adoc
  32. 8 0
      src/docs/asciidoc/jme3/advanced/atom_framework/atomcore/beans.adoc
  33. 8 0
      src/docs/asciidoc/jme3/advanced/atom_framework/atomcore/cinematic.adoc
  34. 8 0
      src/docs/asciidoc/jme3/advanced/atom_framework/atomcore/config.adoc
  35. 8 0
      src/docs/asciidoc/jme3/advanced/atom_framework/atomcore/cycle.adoc
  36. 8 0
      src/docs/asciidoc/jme3/advanced/atom_framework/atomcore/entitysystem.adoc
  37. 8 0
      src/docs/asciidoc/jme3/advanced/atom_framework/atomcore/event.adoc
  38. 8 0
      src/docs/asciidoc/jme3/advanced/atom_framework/atomcore/net.adoc
  39. 8 0
      src/docs/asciidoc/jme3/advanced/atom_framework/atomcore/scenegraph.adoc
  40. 8 0
      src/docs/asciidoc/jme3/advanced/atom_framework/atomcore/world.adoc
  41. 8 0
      src/docs/asciidoc/jme3/advanced/atom_framework/atomeditor.adoc
  42. 8 0
      src/docs/asciidoc/jme3/advanced/atom_framework/atomex.adoc
  43. 10 2
      src/docs/asciidoc/jme3/advanced/atom_framework/atomexasset.adoc
  44. 8 0
      src/docs/asciidoc/jme3/advanced/atom_framework/atomscripting.adoc
  45. 8 0
      src/docs/asciidoc/jme3/advanced/atom_framework/atomsdk.adoc
  46. 11 3
      src/docs/asciidoc/jme3/advanced/atom_framework/cc.adoc
  47. 8 0
      src/docs/asciidoc/jme3/advanced/atom_framework/citygen.adoc
  48. 8 0
      src/docs/asciidoc/jme3/advanced/atom_framework/codegen.adoc
  49. 8 0
      src/docs/asciidoc/jme3/advanced/atom_framework/comparison.adoc
  50. 8 0
      src/docs/asciidoc/jme3/advanced/atom_framework/design.adoc
  51. 9 1
      src/docs/asciidoc/jme3/advanced/atom_framework/design/patterns.adoc
  52. 8 0
      src/docs/asciidoc/jme3/advanced/atom_framework/docs.adoc
  53. 8 0
      src/docs/asciidoc/jme3/advanced/atom_framework/docs/code/structure.adoc
  54. 8 0
      src/docs/asciidoc/jme3/advanced/atom_framework/docs/managers.adoc
  55. 8 0
      src/docs/asciidoc/jme3/advanced/atom_framework/docs/project.adoc
  56. 8 0
      src/docs/asciidoc/jme3/advanced/atom_framework/docs/setup.adoc
  57. 9 1
      src/docs/asciidoc/jme3/advanced/atom_framework/facial.adoc
  58. 8 0
      src/docs/asciidoc/jme3/advanced/atom_framework/fx.adoc
  59. 8 0
      src/docs/asciidoc/jme3/advanced/atom_framework/gui.adoc
  60. 8 0
      src/docs/asciidoc/jme3/advanced/atom_framework/mmorpgtools.adoc
  61. 8 0
      src/docs/asciidoc/jme3/advanced/atom_framework/rpgcreator.adoc
  62. 8 0
      src/docs/asciidoc/jme3/advanced/atom_framework/status.adoc
  63. 8 0
      src/docs/asciidoc/jme3/advanced/atom_framework/teehee.adoc
  64. 8 3
      src/docs/asciidoc/jme3/advanced/audio.adoc
  65. 8 3
      src/docs/asciidoc/jme3/advanced/audio_environment_presets.adoc
  66. 8 3
      src/docs/asciidoc/jme3/advanced/bloom_and_glow.adoc
  67. 7 2
      src/docs/asciidoc/jme3/advanced/building_recast.adoc
  68. 8 3
      src/docs/asciidoc/jme3/advanced/bullet_multithreading.adoc
  69. 7 2
      src/docs/asciidoc/jme3/advanced/bullet_pitfalls.adoc
  70. 8 3
      src/docs/asciidoc/jme3/advanced/camera.adoc
  71. 9 4
      src/docs/asciidoc/jme3/advanced/capture_audio_video_to_a_file.adoc
  72. 13 8
      src/docs/asciidoc/jme3/advanced/cinematics.adoc
  73. 9 4
      src/docs/asciidoc/jme3/advanced/collision_and_intersection.adoc
  74. 8 3
      src/docs/asciidoc/jme3/advanced/combo_moves.adoc
  75. 10 5
      src/docs/asciidoc/jme3/advanced/custom_controls.adoc
  76. 12 7
      src/docs/asciidoc/jme3/advanced/custom_meshes.adoc
  77. 7 2
      src/docs/asciidoc/jme3/advanced/debugging.adoc
  78. 11 6
      src/docs/asciidoc/jme3/advanced/effects_overview.adoc
  79. 7 2
      src/docs/asciidoc/jme3/advanced/endless_terraingrid.adoc
  80. 7 2
      src/docs/asciidoc/jme3/advanced/fade.adoc
  81. 8 3
      src/docs/asciidoc/jme3/advanced/headless_server.adoc
  82. 9 4
      src/docs/asciidoc/jme3/advanced/hinges_and_joints.adoc
  83. 11 6
      src/docs/asciidoc/jme3/advanced/hud.adoc
  84. 8 3
      src/docs/asciidoc/jme3/advanced/input_handling.adoc
  85. 12 7
      src/docs/asciidoc/jme3/advanced/j3m_material_files.adoc
  86. 7 2
      src/docs/asciidoc/jme3/advanced/jme3_renderbuckets.adoc
  87. 7 2
      src/docs/asciidoc/jme3/advanced/jme3_shadernodes.adoc
  88. 7 2
      src/docs/asciidoc/jme3/advanced/jme3_shaders.adoc
  89. 9 4
      src/docs/asciidoc/jme3/advanced/jme3_srgbpipeline.adoc
  90. 7 2
      src/docs/asciidoc/jme3/advanced/level_of_detail.adoc
  91. 7 2
      src/docs/asciidoc/jme3/advanced/light_and_shadow.adoc
  92. 8 0
      src/docs/asciidoc/jme3/advanced/loading_screen.adoc
  93. 7 2
      src/docs/asciidoc/jme3/advanced/localization.adoc
  94. 7 2
      src/docs/asciidoc/jme3/advanced/logging.adoc
  95. 7 2
      src/docs/asciidoc/jme3/advanced/makehuman_blender_ogrexml_toolchain.adoc
  96. 8 3
      src/docs/asciidoc/jme3/advanced/making_the_camera_follow_a_character.adoc
  97. 11 6
      src/docs/asciidoc/jme3/advanced/material_definitions.adoc
  98. 7 2
      src/docs/asciidoc/jme3/advanced/material_specification.adoc
  99. 8 3
      src/docs/asciidoc/jme3/advanced/materials_overview.adoc
  100. 11 6
      src/docs/asciidoc/jme3/advanced/mesh.adoc

+ 6 - 4
build.gradle

@@ -14,18 +14,20 @@ asciidoctorj {
 asciidoctor {
 	resources {
 		from('src/docs/images')
-		into "./images"
+	}
+	resources {
+		from('src/docs/resources')
 	}
 	attributes	'build-gradle': file('build.gradle'),
 				'sourcedir': project.sourceSets.main.java.srcDirs[0],
 				'endpoint-url': 'http://davidb.github.io/sandbox_wiki_jme',
-	
 				'source-highlighter' : 'coderay',
-				'imagesdir':'images',
+				//'imagesdir':'/images',
 				'toc':'left',
 				'icons': 'font',
 				'setanchors':'true',
 				'idprefix':'',
 				'idseparator':'-',
-				'docinfo1':'true'
+				'docinfo1':'true',
+				'orgname':'jMonkeyEngine'
 }

+ 6 - 0
src/docs/asciidoc/bsd_license.adoc

@@ -1,3 +1,9 @@
+= bsd_license
+:author: 
+:revnumber: 
+:revdate: 2012/12/14 02:25
+ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+
 
 
 == jME's BSD License

+ 5 - 2
src/docs/asciidoc/bugtest.adoc

@@ -1,6 +1,9 @@
-
-
 = wiki bug test page
+:author: 
+:revnumber: 
+:revdate: 2011/07/27 15:39
+ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+
 
 askjdhaskjdh akjdh akjdsh akjdhakjsdh askjdhaskjdh akjdh akjdsh akjdhakjsdh askjdhaskjdh akjdh akjdsh akjdhakjsdh askjdhaskjdh akjdh akjdsh akjdhakjsdh askjdhaskjdh akjdh akjdsh akjdhakjsdh askjdhaskjdh akjdh akjdsh akjdhakjsdh askjdhaskjdh akjdh akjdsh akjdhakjsdh askjdhaskjdh akjdh akjdsh akjdhakjsdh askjdhaskjdh akjdh akjdsh akjdhakjsdh
 *askjdhaskjdh akjdh lkjskal akjdsh akjdhakjsdh askjdhaskjdh akjdh akjdsh akjdhakjsdh askjdhaskjdh akjdh akjdsh akjdhakjsdh askjdhaskjdh*

+ 6 - 3
src/docs/asciidoc/choose-jme2-or-jme3.adoc

@@ -1,6 +1,10 @@
-
-
 = "Which should I choose? jME2 or jME3?"
+:author: 
+:revnumber: 
+:revdate: 2011/10/29 00:25
+:keywords: about
+ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+
 
 It is is one of the most common questions on the jME board, hence this wiki page is dedicated to answering it in full. For further insight on features, please refer to this <<compare-jme2-jme3#, comparison between jME2 and jME3>>.
 
@@ -74,4 +78,3 @@ Well written utilities like SceneMonitor and SceneWorker greatly enrich the engi
 
 There are literally hundreds of pages of documentation for jMonkeyEngine 2.0, detailing development practices with the engine from beginners' levels through intermediate to advanced. Do note however that as jME3 grows more popular this documentation will be maintained by the community alone (see 'Ever-improving documentation' in the jME3 section below).
 
-<tags><tag target="about" /></tags>

+ 5 - 2
src/docs/asciidoc/compare-jme2-jme3.adoc

@@ -1,6 +1,9 @@
-
-
 = Technical comparison between jME2 and jME3
+:author: 
+:revnumber: 
+:revdate: 2013/06/05 22:00
+ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+
 
 
 == Shaders?

+ 6 - 3
src/docs/asciidoc/documentacao.adoc

@@ -1,6 +1,10 @@
-
-
 = Documentação jMonkeyEngine
+:author: afonsolage
+:revnumber: 
+:revdate: 2015/12/07 21:57
+:keywords: documentation, sdk, install
+ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+
 
 Essa wiki contém guias de instalação e configuração, tutoriais de codificação jME3 e outras informaçõess que lhe ajudarão a dar andamento no seu projeto de jogo. Você pode pesquisar o conteúdo dessa wiki usando a caixa de pesquisa “Search localizado na direita-superior dessa página.
 
@@ -116,4 +120,3 @@ link:http://jmonkeyengine.org/team/[desenvolvedores] ou pergunte no link:http://
 <<документация#,Документация на Русском>>
 <<documentacao#,Documentação em Português>>
 
-<tags><tag target="documentation" /><tag target="sdk" /><tag target="install" /></tags>

+ 6 - 3
src/docs/asciidoc/documentation.adoc

@@ -1,6 +1,10 @@
-
-
 = jMonkeyEngine Documentation
+:author: yan
+:revnumber: 
+:revdate: 2015/12/08 03:29
+:keywords: documentation, sdk, install
+ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+
 
 This documentation wiki contains installation and configuration guides, jME coding tutorials and other information that will help you get your game project going. You can search the contents of this wiki using the search box in the upper right.
 
@@ -115,4 +119,3 @@ You are welcome to contribute and inquire about the project: Please mailto:&#x63
 
 <<documentation_zh#,中文版>>
 
-<tags><tag target="documentation" /><tag target="sdk" /><tag target="install" /></tags>

+ 6 - 3
src/docs/asciidoc/documentation_de.adoc

@@ -1,6 +1,10 @@
-
-
 = Einführung in die jMonkeyEngine 3.0
+:author: 
+:revnumber: 
+:revdate: 2013/06/15 09:45
+:keywords: documentation, sdk, install
+ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+
 
 *Du bist Java Entwickler und möchtest 3D Spiele schreiben, die auf Windows, Mac, Linux, im Webbrowser, und auf der Android Plattform laufen? Dann bist du hier richtig! Das jMonkeyEngine Framework (jME) ist eine leistungsstarke, 3D Szenen-basierte Grafik +++<abbr title="Application Programming Interface">API</abbr>+++ mit <<jme3/features#,modernen Features>>.*
 
@@ -112,4 +116,3 @@ Gerne darfst du unser Projekt unterstützen, oder Fragen dazu stellen: Bitte mai
 
 *  link:http://jmonkeyengine.org/wiki/doku.php/report_bugs[Du hast einen Fehler gefunden? Hier kannst du ihn melden!]
 *  link:http://code.google.com/p/jmonkeyengine/issues/list?can=2&q=label:Component-Docs[Es fehlt etwas in der Doku? Bitte gib uns bescheid!]
-<tags><tag target="documentation" /><tag target="sdk" /><tag target="install" /></tags>

+ 6 - 3
src/docs/asciidoc/documentation_zh.adoc

@@ -1,6 +1,10 @@
-
-
 = jMonkeyEngine 说明文档
+:author: yan
+:revnumber: 
+:revdate: 2015/12/09 06:03
+:keywords: documentation, sdk, install
+ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+
 
 本wiki页面包含jME3的安装和配置指南、jME3编程教程以及其他一些能够帮助你开发游戏项目的资料,请善用本页右上方的搜索框来检索整个wiki中的内容。
 
@@ -123,4 +127,3 @@ a| <<jme3/faq_zh#,FAQ>>
 
 本群不是jME的官方QQ群,而是由一群国内的jME爱好者聚集的讨论群,欢迎加入讨论,群号:423979787。
 
-<tags><tag target="documentation" /><tag target="sdk" /><tag target="install" /></tags>

+ 8 - 3
src/docs/asciidoc/gsoc/application.adoc

@@ -1,7 +1,12 @@
-<tags><tag target="gsoc" /></tags>
-
-
 = Application Template
+:author: 
+:revnumber: 
+:revdate: 2011/07/27 15:39
+:keywords: gsoc
+:relfileprefix: ../
+:imagesdir: ..
+ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+
 
 (Courtesy of Blender.org; link:http://wiki.blender.org/index.php/Dev:Ref/GSoC/2010/Application_Template[http://wiki.blender.org/index.php/Dev:Ref/GSoC/2010/Application_Template])
 

+ 8 - 3
src/docs/asciidoc/gsoc/ideas.adoc

@@ -1,7 +1,12 @@
-<tags><tag target="gsoc" /></tags>
-
-
 = Ideas List
+:author: 
+:revnumber: 
+:revdate: 2011/07/27 15:39
+:keywords: gsoc
+:relfileprefix: ../
+:imagesdir: ..
+ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+
 
 Below is listed every idea for a prospective jME student project during GSoC.
 +

+ 8 - 3
src/docs/asciidoc/gsoc/students_handbook.adoc

@@ -1,7 +1,12 @@
-<tags><tag target="gsoc" /></tags>
-
-
 = GSoC Student's Handbook
+:author: 
+:revnumber: 
+:revdate: 2011/07/27 15:39
+:keywords: gsoc
+:relfileprefix: ../
+:imagesdir: ..
+ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+
 
 This page is an extension of the link:http://www.jmonkeyengine.com/wiki/doku.php/contributors_handbook[contributor's handbook].
 

+ 7 - 2
src/docs/asciidoc/jm3/solutions.adoc

@@ -1,6 +1,11 @@
-
-
 = Some proposed solutions
+:author: 
+:revnumber: 
+:revdate: 2013/07/22 09:15
+:relfileprefix: ../
+:imagesdir: ..
+ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+
 
 This is a user-proposed group of solutions for some or all of the exercises presented throughout the beginner tutorials (link:http://jmonkeyengine.org/wiki/doku.php/jme3#tutorials_for_beginners[http://jmonkeyengine.org/wiki/doku.php/jme3#tutorials_for_beginners]). 
 There are several ways to do them, so take what you see with a grain of salt, and actually try to do them yourself instead of jumping to the solution, for it is the best way to learn!

+ 6 - 3
src/docs/asciidoc/jme3.adoc

@@ -1,6 +1,10 @@
-
-
 = jMonkeyEngine Tutorials and Documentation
+:author: Alfinete
+:revnumber: 
+:revdate: 2015/09/17 16:16
+:keywords: documentation, intro, intermediate, about
+ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+
 
 
 == Tutorials for Beginners
@@ -363,4 +367,3 @@ jME3 is in development; if a tutorial doesn't work as expected, try using the la
 *  link:http://code.google.com/p/jmonkeyengine/issues/list?can=2&q=label:Component-Docs[Report a Documentation Task]
 *  link:http://jmonkeyengine.org/wiki/doku.php/report_bugs[Report a Bug]
 *  link:http://jmonkeyengine.org/forums[Ask (and Answer!) Questions on the Forum]
-<tags><tag target="documentation" /><tag target="intro" /><tag target="intermediate" /><tag target="about" /></tags>

+ 9 - 4
src/docs/asciidoc/jme3/advanced/3d_models.adoc

@@ -1,8 +1,13 @@
-
-
 = Models and Scenes
+:author: 
+:revnumber: 
+:revdate: 2013/12/04 09:30
+:relfileprefix: ../../
+:imagesdir: ../..
+ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+
 
-Like <<shape#,Shape>>s, 3D models are also made up of <<mesh#,Mesh>>es, but models are more complex than Shapes. While Shapes are built into jME3, you typically create models in external 3D Mesh Editors. 
+Like <<jme3/advanced/shape#,Shape>>s, 3D models are also made up of <<jme3/advanced/mesh#,Mesh>>es, but models are more complex than Shapes. While Shapes are built into jME3, you typically create models in external 3D Mesh Editors. 
 
 
 
@@ -13,7 +18,7 @@ To use 3D models in a jME3 application:
 
 .  Export the 3D model in Ogre XML or Wavefront OBJ format. Export Scenes as Ogre DotScene format.
 .  Save the files into a subdirectory of your jME3 project's `assets` directory.
-.  In your code, you use the <<asset_manager#,Asset Manager>> to load models as <<spatial#,Spatial>>s into a jME application. 
+.  In your code, you use the <<jme3/advanced/asset_manager#,Asset Manager>> to load models as <<jme3/advanced/spatial#,Spatial>>s into a jME application. 
 [source,java]
 
 ----

+ 7 - 2
src/docs/asciidoc/jme3/advanced/ai.adoc

@@ -1,6 +1,11 @@
-
-
 = Recast Navigation
+:author: 
+:revnumber: 
+:revdate: 2014/08/06 16:23
+:relfileprefix: ../../
+:imagesdir: ../..
+ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+
 
 Building a Nav-Mesh for your JME game.
 

+ 8 - 0
src/docs/asciidoc/jme3/advanced/android.adoc

@@ -1,3 +1,11 @@
+= android
+:author: 
+:revnumber: 
+:revdate: 2014/04/21 10:31
+:relfileprefix: ../../
+:imagesdir: ../..
+ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+
 
 
 === Changing the Name of Your APK/Application:

+ 7 - 2
src/docs/asciidoc/jme3/advanced/animation.adoc

@@ -1,6 +1,11 @@
-
-
 = Animation in jME3
+:author: 
+:revnumber: 
+:revdate: 2013/06/05 21:53
+:relfileprefix: ../../
+:imagesdir: ../..
+ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+
 
 In 3D games, you do not only load static 3D models, you also want to be able to trigger animations in the model from the Java code. 
 

+ 8 - 0
src/docs/asciidoc/jme3/advanced/anisotropic_filtering.adoc

@@ -1,3 +1,11 @@
+= anisotropic_filtering
+:author: 
+:revnumber: 
+:revdate: 2013/06/24 12:21
+:relfileprefix: ../../
+:imagesdir: ../..
+ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+
 
 
 == Anisotropic Filtering for Textures

+ 7 - 2
src/docs/asciidoc/jme3/advanced/application_states.adoc

@@ -1,6 +1,11 @@
-
-
 = Application States
+:author: 8Keep123
+:revnumber: 
+:revdate: 2015/02/22 18:16
+:relfileprefix: ../../
+:imagesdir: ../..
+ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+
 
 The `com.jme3.app.state.AppState` class is a customizable jME3 interface that allows you to control the global game logic, the overall game mechanics. (To control the behaviour of a Spatial, see <<jme3/advanced/custom_controls#,Custom Controls>> instead. Controls and AppStates can be used together.)
 

+ 7 - 2
src/docs/asciidoc/jme3/advanced/appstatesdemo.adoc

@@ -1,6 +1,11 @@
-
-
 = Simple AppStates Demo
+:author: 
+:revnumber: 
+:revdate: 2013/03/05 14:04
+:relfileprefix: ../../
+:imagesdir: ../..
+ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+
 
 
 

+ 7 - 2
src/docs/asciidoc/jme3/advanced/asset_manager.adoc

@@ -1,6 +1,11 @@
-
-
 = AssetManager
+:author: 
+:revnumber: 
+:revdate: 2013/06/15 11:42
+:relfileprefix: ../../
+:imagesdir: ../..
+ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+
 
 By assets we mean multi-media files, such as 3D models, materials, textures, scenes, custom shaders, music and sound files, and custom fonts. JME3 has an integrated asset manager that helps you keep your project assets organized. Think of the asset manager as the filesystem of your game, independent of the actual deployment platform. By default, store your assets in the `MyGame/assets/ ` directory of your project.
 

+ 8 - 0
src/docs/asciidoc/jme3/advanced/atom_framework.adoc

@@ -1,3 +1,11 @@
+= atom_framework
+:author: 
+:revnumber: 
+:revdate: 2014/06/26 04:53
+:relfileprefix: ../../
+:imagesdir: ../..
+ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+
 
 
 == Atom framework Introduction

+ 9 - 1
src/docs/asciidoc/jme3/advanced/atom_framework/ai.adoc

@@ -1,3 +1,11 @@
+= ai
+:author: 
+:revnumber: 
+:revdate: 2014/04/29 12:09
+:relfileprefix: ../../../
+:imagesdir: ../../..
+ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+
 
 
 == AtomAI
@@ -9,7 +17,7 @@ This is the wiki for Atom AI framework.
 
 
 
-image::http///blogs.ifsworld.com/wp-content/uploads/2012/11/AI-lowres.jpg[AI-lowres.jpg,with="200",height="",align="right"]
+image::http://blogs.ifsworld.com/wp-content/uploads/2012/11/AI-lowres.jpg[AI-lowres.jpg,with="200",height="",align="right"]
 
 
 

+ 8 - 0
src/docs/asciidoc/jme3/advanced/atom_framework/ai/architecture.adoc

@@ -1,3 +1,11 @@
+= architecture
+:author: 
+:revnumber: 
+:revdate: 2014/04/29 12:04
+:relfileprefix: ../../../../
+:imagesdir: ../../../..
+ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+
 
 
 == AtomAI

+ 8 - 0
src/docs/asciidoc/jme3/advanced/atom_framework/atom2d.adoc

@@ -1,3 +1,11 @@
+= atom2d
+:author: 
+:revnumber: 
+:revdate: 2014/04/02 10:15
+:relfileprefix: ../../../
+:imagesdir: ../../..
+ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+
 
 
 == Atom2D

+ 8 - 0
src/docs/asciidoc/jme3/advanced/atom_framework/atom2deditor.adoc

@@ -1,3 +1,11 @@
+= atom2deditor
+:author: 
+:revnumber: 
+:revdate: 2014/04/17 04:38
+:relfileprefix: ../../../
+:imagesdir: ../../..
+ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+
 
 
 == AtomEditor

+ 8 - 0
src/docs/asciidoc/jme3/advanced/atom_framework/atomanim.adoc

@@ -1,3 +1,11 @@
+= atomanim
+:author: 
+:revnumber: 
+:revdate: 2014/07/01 06:09
+:relfileprefix: ../../../
+:imagesdir: ../../..
+ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+
 
 
 == Atom Animation

+ 8 - 0
src/docs/asciidoc/jme3/advanced/atom_framework/atomcore.adoc

@@ -1,3 +1,11 @@
+= atomcore
+:author: 
+:revnumber: 
+:revdate: 2014/07/01 05:05
+:relfileprefix: ../../../
+:imagesdir: ../../..
+ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+
 
 
 == AtomCore Introduction

+ 8 - 0
src/docs/asciidoc/jme3/advanced/atom_framework/atomcore/actor.adoc

@@ -1,3 +1,11 @@
+= actor
+:author: 
+:revnumber: 
+:revdate: 2014/04/02 06:32
+:relfileprefix: ../../../../
+:imagesdir: ../../../..
+ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+
 
 Actor is
 

+ 8 - 0
src/docs/asciidoc/jme3/advanced/atom_framework/atomcore/algorithms.adoc

@@ -1,3 +1,11 @@
+= algorithms
+:author: 
+:revnumber: 
+:revdate: 2014/04/18 03:32
+:relfileprefix: ../../../../
+:imagesdir: ../../../..
+ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+
 
 
 == Algorimths for games

+ 8 - 0
src/docs/asciidoc/jme3/advanced/atom_framework/atomcore/beans.adoc

@@ -1,3 +1,11 @@
+= beans
+:author: 
+:revnumber: 
+:revdate: 2014/04/25 08:07
+:relfileprefix: ../../../../
+:imagesdir: ../../../..
+ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+
 
 
 == Atom framework's Beans

+ 8 - 0
src/docs/asciidoc/jme3/advanced/atom_framework/atomcore/cinematic.adoc

@@ -1,3 +1,11 @@
+= cinematic
+:author: 
+:revnumber: 
+:revdate: 2014/07/01 06:10
+:relfileprefix: ../../../../
+:imagesdir: ../../../..
+ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+
 
 
 == Atom Cinematic

+ 8 - 0
src/docs/asciidoc/jme3/advanced/atom_framework/atomcore/config.adoc

@@ -1,3 +1,11 @@
+= config
+:author: 
+:revnumber: 
+:revdate: 2014/07/01 08:12
+:relfileprefix: ../../../../
+:imagesdir: ../../../..
+ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+
 
 
 == Atom Configurations

+ 8 - 0
src/docs/asciidoc/jme3/advanced/atom_framework/atomcore/cycle.adoc

@@ -1,3 +1,11 @@
+= cycle
+:author: 
+:revnumber: 
+:revdate: 2014/04/02 17:58
+:relfileprefix: ../../../../
+:imagesdir: ../../../..
+ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+
 
 
 == Well defined Cycles

+ 8 - 0
src/docs/asciidoc/jme3/advanced/atom_framework/atomcore/entitysystem.adoc

@@ -1,3 +1,11 @@
+= entitysystem
+:author: 
+:revnumber: 
+:revdate: 2014/07/01 17:20
+:relfileprefix: ../../../../
+:imagesdir: ../../../..
+ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+
 
 
 == AtomES - Entity Ecosystem

+ 8 - 0
src/docs/asciidoc/jme3/advanced/atom_framework/atomcore/event.adoc

@@ -1,3 +1,11 @@
+= event
+:author: 
+:revnumber: 
+:revdate: 2014/07/01 06:10
+:relfileprefix: ../../../../
+:imagesdir: ../../../..
+ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+
 
 
 == AtomCore 's Events

+ 8 - 0
src/docs/asciidoc/jme3/advanced/atom_framework/atomcore/net.adoc

@@ -1,3 +1,11 @@
+= net
+:author: 
+:revnumber: 
+:revdate: 2014/07/01 10:35
+:relfileprefix: ../../../../
+:imagesdir: ../../../..
+ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+
 
 
 == Atom Core Network framework

+ 8 - 0
src/docs/asciidoc/jme3/advanced/atom_framework/atomcore/scenegraph.adoc

@@ -1,3 +1,11 @@
+= scenegraph
+:author: 
+:revnumber: 
+:revdate: 2014/04/02 10:03
+:relfileprefix: ../../../../
+:imagesdir: ../../../..
+ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+
 
 
 == World.Spatial package

+ 8 - 0
src/docs/asciidoc/jme3/advanced/atom_framework/atomcore/world.adoc

@@ -1,3 +1,11 @@
+= world
+:author: 
+:revnumber: 
+:revdate: 2014/04/02 10:11
+:relfileprefix: ../../../../
+:imagesdir: ../../../..
+ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+
 
 
 == World

+ 8 - 0
src/docs/asciidoc/jme3/advanced/atom_framework/atomeditor.adoc

@@ -1,3 +1,11 @@
+= atomeditor
+:author: 
+:revnumber: 
+:revdate: 2014/04/17 04:40
+:relfileprefix: ../../../
+:imagesdir: ../../..
+ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+
 
 
 == Atom2DEditor

+ 8 - 0
src/docs/asciidoc/jme3/advanced/atom_framework/atomex.adoc

@@ -1,3 +1,11 @@
+= atomex
+:author: 
+:revnumber: 
+:revdate: 2014/04/01 13:01
+:relfileprefix: ../../../
+:imagesdir: ../../..
+ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+
 
 
 == Atom Ex framework Introduction

+ 10 - 2
src/docs/asciidoc/jme3/advanced/atom_framework/atomexasset.adoc

@@ -1,3 +1,11 @@
+= atomexasset
+:author: 
+:revnumber: 
+:revdate: 2014/07/01 04:29
+:relfileprefix: ../../../
+:imagesdir: ../../..
+ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+
 
 
 == AtomExAssets
@@ -17,7 +25,7 @@ The future assets pipeline for JME3 games!
 Pipeline is a common term in computing and also asset making. From sattelite view, pipeline is progresses between input and output.
 
 
-image:http///storm.incubator.apache.org/images/topology.png[400px,with="",height=""]
+image:http://storm.incubator.apache.org/images/topology.png[400px,with="",height=""]
 
 
 Here in game we talking about Assets aspect, mostly! 
@@ -252,5 +260,5 @@ Beside of Defacto of the building tools: Ant &amp; Maven, the new rising star Gr
 link:http://www.go.cd/[http://www.go.cd/]
 
 
-image:http///www.go.cd/images/home-image1.png[home-image1.png,with="",height=""]
+image:http://www.go.cd/images/home-image1.png[home-image1.png,with="",height=""]
 

+ 8 - 0
src/docs/asciidoc/jme3/advanced/atom_framework/atomscripting.adoc

@@ -1,3 +1,11 @@
+= atomscripting
+:author: 
+:revnumber: 
+:revdate: 2014/04/24 07:08
+:relfileprefix: ../../../
+:imagesdir: ../../..
+ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+
 
 
 == Atom Scripting

+ 8 - 0
src/docs/asciidoc/jme3/advanced/atom_framework/atomsdk.adoc

@@ -1,3 +1,11 @@
+= atomsdk
+:author: 
+:revnumber: 
+:revdate: 2014/04/01 12:55
+:relfileprefix: ../../../
+:imagesdir: ../../..
+ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+
 
 AtomSDK
 

+ 11 - 3
src/docs/asciidoc/jme3/advanced/atom_framework/cc.adoc

@@ -1,3 +1,11 @@
+= cc
+:author: 
+:revnumber: 
+:revdate: 2014/04/17 04:55
+:relfileprefix: ../../../
+:imagesdir: ../../..
+ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+
 
 
 == Character customization Introduction
@@ -5,7 +13,7 @@
 This is an introduction of Character customization tool of Atom framework
 
 
-<<quickstart#,quickstart>>
+<<jme3/advanced/atom_framework/quickstart#,quickstart>>
 
 
 
@@ -31,7 +39,7 @@ So to reduce a very big workload of data and assets need for a game with vast da
 
 *  Customize parts of characters (body, face, weapon) in gender | race (male - female, human - animal…), various height, weight!
 *  Customize cloths ( shirt, skirt) and their appearance (color, decal) . The cloth will fit its wearers!
-*  Customize the face with animation, emotions ( eyes, nose, mouth ) with (smile, angry …) goto <<facial#,facial>>
+*  Customize the face with animation, emotions ( eyes, nose, mouth ) with (smile, angry …) goto <<jme3/advanced/atom_framework/facial#,facial>>
 *  As close as seen in current AAA games, open to MMORPG and social games.
 
 
@@ -55,7 +63,7 @@ So to reduce a very big workload of data and assets need for a game with vast da
 
 === Screenshots & Video
 
-image:youtube_fcf6grenolg[youtube_fcf6grenolg,with="",height=""]
+image:jme3/advanced/atom_framework/youtube_fcf6grenolg[youtube_fcf6grenolg,with="",height=""]
 
 
 

+ 8 - 0
src/docs/asciidoc/jme3/advanced/atom_framework/citygen.adoc

@@ -1,3 +1,11 @@
+= citygen
+:author: 
+:revnumber: 
+:revdate: 2014/04/17 04:54
+:relfileprefix: ../../../
+:imagesdir: ../../..
+ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+
 
 
 == Citygen Introduction

+ 8 - 0
src/docs/asciidoc/jme3/advanced/atom_framework/codegen.adoc

@@ -1,3 +1,11 @@
+= codegen
+:author: 
+:revnumber: 
+:revdate: 2014/04/17 08:07
+:relfileprefix: ../../../
+:imagesdir: ../../..
+ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+
 
 
 == Codegen Introduction

+ 8 - 0
src/docs/asciidoc/jme3/advanced/atom_framework/comparison.adoc

@@ -1,3 +1,11 @@
+= comparison
+:author: 
+:revnumber: 
+:revdate: 2014/04/17 05:58
+:relfileprefix: ../../../
+:imagesdir: ../../..
+ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+
 
 
 == Comparisons between 3D libs

+ 8 - 0
src/docs/asciidoc/jme3/advanced/atom_framework/design.adoc

@@ -1,3 +1,11 @@
+= design
+:author: 
+:revnumber: 
+:revdate: 2014/04/16 11:07
+:relfileprefix: ../../../
+:imagesdir: ../../..
+ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+
 
 
 == Atom Framework Design

+ 9 - 1
src/docs/asciidoc/jme3/advanced/atom_framework/design/patterns.adoc

@@ -1,3 +1,11 @@
+= patterns
+:author: 
+:revnumber: 
+:revdate: 2014/04/16 10:32
+:relfileprefix: ../../../../
+:imagesdir: ../../../..
+ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+
 
 
 == [Focus in] Design patterns and paradigms
@@ -22,7 +30,7 @@ link:http://en.wikipedia.org/wiki/Comparison_of_programming_paradigms[http://en.
 ==== Java programming language
 
 
-image::http///upload.wikimedia.org/wikipedia/commons/thumb/a/a4/Java_logo_and_wordmark.svg/150px-Java_logo_and_wordmark.svg.png[200,with="",height="",align="left"]
+image::http://upload.wikimedia.org/wikipedia/commons/thumb/a/a4/Java_logo_and_wordmark.svg/150px-Java_logo_and_wordmark.svg.png[200,with="",height="",align="left"]
  *Java* is a computer programming language that is concurrent, class-based, object-oriented, (mostly) imperative, structured (also referred as strictly typed)
 
 

+ 8 - 0
src/docs/asciidoc/jme3/advanced/atom_framework/docs.adoc

@@ -1,3 +1,11 @@
+= docs
+:author: 
+:revnumber: 
+:revdate: 2014/04/17 05:46
+:relfileprefix: ../../../
+:imagesdir: ../../..
+ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+
 
 
 == Atom Framework Documentations

+ 8 - 0
src/docs/asciidoc/jme3/advanced/atom_framework/docs/code/structure.adoc

@@ -1,3 +1,11 @@
+= structure
+:author: 
+:revnumber: 
+:revdate: 2014/04/01 11:08
+:relfileprefix: ../../../../../
+:imagesdir: ../../../../..
+ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+
 
 
 === How can I structure my code?

+ 8 - 0
src/docs/asciidoc/jme3/advanced/atom_framework/docs/managers.adoc

@@ -1,3 +1,11 @@
+= managers
+:author: 
+:revnumber: 
+:revdate: 2014/04/01 10:40
+:relfileprefix: ../../../../
+:imagesdir: ../../../..
+ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+
 
 
 === Atom framework's Managers

+ 8 - 0
src/docs/asciidoc/jme3/advanced/atom_framework/docs/project.adoc

@@ -1,3 +1,11 @@
+= project
+:author: 
+:revnumber: 
+:revdate: 2014/04/01 11:05
+:relfileprefix: ../../../../
+:imagesdir: ../../../..
+ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+
 
 
 === The structure

+ 8 - 0
src/docs/asciidoc/jme3/advanced/atom_framework/docs/setup.adoc

@@ -1,3 +1,11 @@
+= setup
+:author: 
+:revnumber: 
+:revdate: 2014/04/01 13:17
+:relfileprefix: ../../../../
+:imagesdir: ../../../..
+ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+
 
 
 === Download and Setup

+ 9 - 1
src/docs/asciidoc/jme3/advanced/atom_framework/facial.adoc

@@ -1,3 +1,11 @@
+= facial
+:author: 
+:revnumber: 
+:revdate: 2013/07/21 23:22
+:relfileprefix: ../../../
+:imagesdir: ../../..
+ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+
 
 
 == Facial Techs Introduction
@@ -32,7 +40,7 @@ Let see how can we do it in JME3, shall we?
 
 == AtomFacial framework
 
-image:youtube_fcf6grenolg[youtube_fcf6grenolg,with="",height=""]
+image:jme3/advanced/atom_framework/youtube_fcf6grenolg[youtube_fcf6grenolg,with="",height=""]
 
 
 

+ 8 - 0
src/docs/asciidoc/jme3/advanced/atom_framework/fx.adoc

@@ -1,3 +1,11 @@
+= fx
+:author: 
+:revnumber: 
+:revdate: 2013/09/25 08:03
+:relfileprefix: ../../../
+:imagesdir: ../../..
+ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+
 
 
 == FX

+ 8 - 0
src/docs/asciidoc/jme3/advanced/atom_framework/gui.adoc

@@ -1,3 +1,11 @@
+= gui
+:author: 
+:revnumber: 
+:revdate: 2013/09/17 10:12
+:relfileprefix: ../../../
+:imagesdir: ../../..
+ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+
 
 
 == Atom's GUI

+ 8 - 0
src/docs/asciidoc/jme3/advanced/atom_framework/mmorpgtools.adoc

@@ -1,3 +1,11 @@
+= mmorpgtools
+:author: 
+:revnumber: 
+:revdate: 2013/07/21 20:03
+:relfileprefix: ../../../
+:imagesdir: ../../..
+ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+
 
 
 == MMORPG Tools Introduction

+ 8 - 0
src/docs/asciidoc/jme3/advanced/atom_framework/rpgcreator.adoc

@@ -1,3 +1,11 @@
+= rpgcreator
+:author: 
+:revnumber: 
+:revdate: 2013/07/21 19:46
+:relfileprefix: ../../../
+:imagesdir: ../../..
+ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+
 
 
 == Introduction

+ 8 - 0
src/docs/asciidoc/jme3/advanced/atom_framework/status.adoc

@@ -1,3 +1,11 @@
+= status
+:author: 
+:revnumber: 
+:revdate: 2014/04/01 12:30
+:relfileprefix: ../../../
+:imagesdir: ../../..
+ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+
 
 
 === Status

+ 8 - 0
src/docs/asciidoc/jme3/advanced/atom_framework/teehee.adoc

@@ -1,3 +1,11 @@
+= teehee
+:author: 
+:revnumber: 
+:revdate: 2013/07/21 21:57
+:relfileprefix: ../../../
+:imagesdir: ../../..
+ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+
 
 
 == TeeHee Composer

+ 8 - 3
src/docs/asciidoc/jme3/advanced/audio.adoc

@@ -1,6 +1,12 @@
-
-
 = Audio in jME3
+:author: 
+:revnumber: 
+:revdate: 2014/03/25 09:09
+:keywords: sound, documentation, environment
+:relfileprefix: ../../
+:imagesdir: ../..
+ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+
 
 Place audio files in the `assets/Sound/` directory of your project. jME3 supports Ogg Vorbis audio compression (.ogg) and uncompressed PCM Wave (.wav) formats. You can use for example link:http://audacity.sourceforge.net/[Audacity] to convert from other formats.
 
@@ -316,4 +322,3 @@ Advanced users find more info about OpenAL and its features here: link:http://we
 
 `OpenAL EFX not available! Audio effects won't work.`
 
-<tags><tag target="sound" /><tag target="documentation" /><tag target="environment" /></tags>

+ 8 - 3
src/docs/asciidoc/jme3/advanced/audio_environment_presets.adoc

@@ -1,8 +1,13 @@
-
-
 = Audio Environment Presets
+:author: 
+:revnumber: 
+:revdate: 2012/07/12 04:52
+:relfileprefix: ../../
+:imagesdir: ../..
+ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+
 
-Use these presets together with <<audio#,Audio>> Nodes to create different “moods for sounds. Environment effects make your audio sound as if the listener were in various places that have different types of echoes. 
+Use these presets together with <<jme3/advanced/audio#,Audio>> Nodes to create different “moods for sounds. Environment effects make your audio sound as if the listener were in various places that have different types of echoes. 
 
 
 Usage:

+ 8 - 3
src/docs/asciidoc/jme3/advanced/bloom_and_glow.adoc

@@ -1,6 +1,12 @@
-
-
 = Bloom and Glow
+:author: 
+:revnumber: 
+:revdate: 2012/03/24 12:26
+:keywords: documentation, effect, light
+:relfileprefix: ../../
+:imagesdir: ../..
+ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+
 
 Bloom is a popular shader effect in 3D games industry. It usually consist in displaying a glowing halo around light sources or bright areas of a scene.
 In practice, the bright areas are extracted from the rendered scene, blurred and finally added up to the render.
@@ -292,4 +298,3 @@ If you are using a glow color, set it to black
 material.setColor("GlowColor",ColorRGBA.Black);
 
 ----
-<tags><tag target="documentation" /><tag target="effect" /><tag target="light" /></tags>

+ 7 - 2
src/docs/asciidoc/jme3/advanced/building_recast.adoc

@@ -1,6 +1,11 @@
-
-
 = How to Build the jNavigation Recast Bindings
+:author: 
+:revnumber: 
+:revdate: 2014/08/08 15:15
+:relfileprefix: ../../
+:imagesdir: ../..
+ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+
 
 jNavigation is Java jME port for Recast Navigation written in C++. The project has two parts:
 

+ 8 - 3
src/docs/asciidoc/jme3/advanced/bullet_multithreading.adoc

@@ -1,6 +1,12 @@
-
-
 = Multithreading Bullet Physics in jme3
+:author: 
+:revnumber: 
+:revdate: 2012/05/19 18:06
+:keywords: documentation, physics, threading
+:relfileprefix: ../../
+:imagesdir: ../..
+ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+
 
 
 == Introduction
@@ -52,4 +58,3 @@ a|Physics Debug View is rendered accurately.
 
 
 
-<tags><tag target="documentation" /><tag target="physics" /><tag target="threading" /></tags>

+ 7 - 2
src/docs/asciidoc/jme3/advanced/bullet_pitfalls.adoc

@@ -1,6 +1,11 @@
-
-
 = Bullet Physics Pitfalls
+:author: 
+:revnumber: 
+:revdate: 2012/11/26 18:14
+:relfileprefix: ../../
+:imagesdir: ../..
+ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+
 
 Bullet physics is not without its problems. Unfortunately, many of those are outside of the control of the jMonkeyEngine Core Team and thus cannot be fixed.
 

+ 8 - 3
src/docs/asciidoc/jme3/advanced/camera.adoc

@@ -1,6 +1,12 @@
-
-
 = The jME3 Camera
+:author: 
+:revnumber: 
+:revdate: 2013/06/29 13:32
+:keywords: camera, documentation
+:relfileprefix: ../../
+:imagesdir: ../..
+ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+
 
 Note that by default, the mouse pointer is invisible, and the mouse is set up to control the camera rotation.
 
@@ -168,4 +174,3 @@ a|chaseCam.setDefaultHorizontalRotation(-FastMath.PI/2);
 a|The default horizontal rotation angle of the camera around the target at the start of the application.
 
 |===
-<tags><tag target="camera" /><tag target="documentation" /></tags>

+ 9 - 4
src/docs/asciidoc/jme3/advanced/capture_audio_video_to_a_file.adoc

@@ -1,6 +1,11 @@
-
-
 = Capture Audio/Video to a File
+:author: 
+:revnumber: 
+:revdate: 2014/01/04 22:11
+:relfileprefix: ../../
+:imagesdir: ../..
+ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+
 
 So you've made your cool new JMonkeyEngine3 game and you want to
 create a demo video to show off your hard work. Or maybe you want to
@@ -570,13 +575,13 @@ public class Advanced extends SimpleApplication {
 
 ----
 
-image:http///www.youtube.com/v/oCEfK0yhDrY?.swf[oCEfK0yhDrY?.swf,with="400",height=""]
+image:http://www.youtube.com/v/oCEfK0yhDrY?.swf[oCEfK0yhDrY?.swf,with="400",height=""]
 
 
 
 === Using Advanced features to Record from more than one perspective at once
 
-image:http///www.youtube.com/v/WIJt9aRGusc?.swf[WIJt9aRGusc?.swf,with="400",height=""]
+image:http://www.youtube.com/v/WIJt9aRGusc?.swf[WIJt9aRGusc?.swf,with="400",height=""]
 
 
 

+ 13 - 8
src/docs/asciidoc/jme3/advanced/cinematics.adoc

@@ -1,11 +1,16 @@
-
-
 = JME3 Cinematics
+:author: 8Keep123
+:revnumber: 
+:revdate: 2015/02/22 22:03
+:relfileprefix: ../../
+:imagesdir: ../..
+ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+
 
 JME3 cinematics (com.jme.cinematic) allow you to remote control nodes and cameras in a 3D game: You can script and and play cinematic scenes. You can use cinematics to create link:http://en.wikipedia.org/wiki/Cutscene[cutscenes] and movies/trailers for your game. Another good use case is efficient “destruction physics: Playing back prerecorded flying pieces of debris for demolitions is much faster than calculating them with live physics.
 
 
-Internally, Cinematics are implemented as <<application_states#,AppStates>>. 
+Internally, Cinematics are implemented as <<jme3/advanced/application_states#,AppStates>>. 
 
 
 Short overview of the cinematic process:
@@ -87,13 +92,13 @@ a|MotionEvent
 a|Use a MotionEvent to move a Spatial non-linearly over time. A MotionEvent is based on a list of waypoints in a MotionPath. The curve goes through each waypoint, and you can adjust the tension of the curve to modify the roundedness of the path. This is the motion interpolation you are going to use in most cases. 
 
 a|SoundEvent
-a|Use a SoundEvent to play a <<audio#,sound>> at a given time for the given duration.
+a|Use a SoundEvent to play a <<jme3/advanced/audio#,sound>> at a given time for the given duration.
 
 a|GuiEvent
-a|Displays a <<nifty_gui#,Nifty GUI>> at a given time for the given duration. Use it to display subtitles or HUD elements. Bind the Nifty +++<abbr title="Graphical User Interface">GUI</abbr>+++ XML to the cinematic using `cinematic.bindUi(“path/to/nifty/file.xml);`
+a|Displays a <<jme3/advanced/nifty_gui#,Nifty GUI>> at a given time for the given duration. Use it to display subtitles or HUD elements. Bind the Nifty +++<abbr title="Graphical User Interface">GUI</abbr>+++ XML to the cinematic using `cinematic.bindUi(“path/to/nifty/file.xml);`
 
 a|AnimationEvent
-a|Use this to start playing a model <<animation#,animation>> at a given time (a character walking animation for example)
+a|Use this to start playing a model <<jme3/advanced/animation#,animation>> at a given time (a character walking animation for example)
 
 |===
 
@@ -116,12 +121,12 @@ Details of the constructor:
 
 
 *  `thingNode` is the Spatial to be moved.
-*  `path` is a complex <<motionpath#,MotionPath>>.
+*  `path` is a complex <<jme3/advanced/motionpath#,MotionPath>>.
 
 To create a MotionEvent, do the following:
 
 
-.  <<motiontrack#,Create a MotionEvent>>
+.  <<jme3/advanced/motiontrack#,Create a MotionEvent>>
 .  Create a MotionEvent based on the MotionPath.
 .  Configure your MotionEvent (see below).
 .  Add the MotionEvent to a Cinematic.

+ 9 - 4
src/docs/asciidoc/jme3/advanced/collision_and_intersection.adoc

@@ -1,11 +1,16 @@
-
-
 = Collision and Intersection
+:author: 
+:revnumber: 
+:revdate: 2013/02/18 01:31
+:relfileprefix: ../../
+:imagesdir: ../..
+ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+
 
 The term collision can be used to refer to <<jme3/advanced/physics_listeners#,physical interactions>> (where <<jme3/advanced/physics#,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 <<mouse_picking#,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 <<jme3/advanced/mouse_picking#,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.
@@ -143,7 +148,7 @@ All fast-paced action and shooter games use BoundingVolumes as an optimization.
 
 Supported types:
 
-image::http///www.jmonkeyengine.com/jme/wiki-data/userref/capsule.png[Capsule,with="150",height="110",align="right"]
+image::http://www.jmonkeyengine.com/jme/wiki-data/userref/capsule.png[Capsule,with="150",height="110",align="right"]
 
 
 

+ 8 - 3
src/docs/asciidoc/jme3/advanced/combo_moves.adoc

@@ -1,6 +1,12 @@
-
-
 = Combo Moves
+:author: 
+:revnumber: 
+:revdate: 2011/07/27 15:39
+:keywords: keyinput, input, documentation
+:relfileprefix: ../../
+:imagesdir: ../..
+ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+
 
 The ComboMoves class allows you to define combinations of inputs that trigger special actions. Entering an input combo correctly can bring the player incremental rewards, such as an increased chance to hit, an increased effectiveness, or decreased change of being blocked, whatever the game designer chooses. link:http://en.wikipedia.org/wiki/Combo_%28video_gaming%29[More background info]
 
@@ -242,4 +248,3 @@ Depending on the game genre, the designer can reward the players' intrinsical or
 
 *  (intrinsical:) RPGs typically calculate the success of an attack from the character's in-game training level: The player plays the role of a character whose skill level is defined in numbers. RPGs typically do not offer any Combos.
 *  (extrinsical:) Sport and fighter games typically choose to reward the player's “manual skills: The success of a special move solely depends on the player's own dexterity. These games typically offer optional Combos.
-<tags><tag target="keyinput" /><tag target="input" /><tag target="documentation" /></tags>

+ 10 - 5
src/docs/asciidoc/jme3/advanced/custom_controls.adoc

@@ -1,6 +1,11 @@
-
-
 = Custom Controls
+:author: 
+:revnumber: 
+:revdate: 2014/01/10 21:25
+:relfileprefix: ../../
+:imagesdir: ../..
+ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+
 
 A `com.jme3.scene.control.Control` is a customizable jME3 interface that allows you to cleanly steer the behaviour of game entities (Spatials), such as artificially intelligent behaviour in NPCs, traps, automatic alarms and doors, animals and pets, self-steering vehicles or platforms – anything that moves and interacts. Several instances of custom Controls together implement the behaviours of a type of Spatial. 
 
@@ -163,8 +168,8 @@ public class MyControl extends AbstractControl implements Savable, Cloneable {
 See also:
 
 
-*  To learn more about `write()` and `read()`, see <<save_and_load#,Save and Load>>
-*  To learn more about `setUserData()`, see <<spatial#,Spatial>>.
+*  To learn more about `write()` and `read()`, see <<jme3/advanced/save_and_load#,Save and Load>>
+*  To learn more about `setUserData()`, see <<jme3/advanced/spatial#,Spatial>>.
 
 
 == The Control Interface
@@ -176,7 +181,7 @@ The Control interface can be found under `com.jme3.scene.control.Control`. It ha
 
 
 *  `cloneForSpatial(Spatial)`: Clones the Control and attaches it to a clone of the given Spatial. +
-Implement this method to be able to <<save_and_load#,save() and load()>> Spatials carrying this Control. +
+Implement this method to be able to <<jme3/advanced/save_and_load#,save() and load()>> Spatials carrying this Control. +
 The AssetManager also uses this method if the same spatial is loaded twice. You can specify which fields you want your object to reuse (e.g. collisionshapes) in this case. 
 *  `setEnabled(boolean)`: Toggles a boolean that enables or disables the Control. Goes with accessor `isEnabled();`. You test for it in the `update(float tpf)` loop before you execute anything.
 *  There are also some internal methods that you do not call from user code: `setSpatial(Spatial s)`, `update(float tpf);`, `render(RenderManager rm, ViewPort vp)`.

+ 12 - 7
src/docs/asciidoc/jme3/advanced/custom_meshes.adoc

@@ -1,9 +1,15 @@
-
-
 = Custom Mesh Shapes
+:author: momoko_fan
+:revnumber: 
+:revdate: 2015/05/03 17:59
+:keywords: spatial, node, mesh, geometry, scenegraph
+:relfileprefix: ../../
+:imagesdir: ../..
+ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+
 
 
-image::http///wiki.jmonkeyengine.org/lib/exe/fetch.php/jme3/advanced/custom_mesh.png[custom_mesh.png,with="150",height="150",align="left"]
+image::http://wiki.jmonkeyengine.org/lib/exe/fetch.php/jme3:advanced:custom_mesh.png[custom_mesh.png,with="150",height="150",align="left"]
 
 Use the Mesh class to create custom shapes that go beyond Quad, Box, Cylinder, and Sphere, even procedural shapes are possible. Thank you to KayTrance for providing the sample code!
 
@@ -16,7 +22,7 @@ Use the Mesh class to create custom shapes that go beyond Quad, Box, Cylinder, a
 
 == Polygon Meshes
 
-Polygon <<mesh#,mesh>>es are made up of triangles. The corners of the triangles are called vertices. When ever you create any new shape, you break it down into triangles.
+Polygon <<jme3/advanced/mesh#,mesh>>es are made up of triangles. The corners of the triangles are called vertices. When ever you create any new shape, you break it down into triangles.
 
 
 *Example:* Let's look at a cube. A cube is made up of 6 rectangles. Each rectangle can be broken down into two triangles. This means you need 12 triangles to describe a cube mesh. Therefor you must provide the coordinates of the triangles' 8 corners (called vertices). 
@@ -138,7 +144,7 @@ This syntax means:
 If the shape is more complex, it has more triangles, and therefor also more vertices/indices. Just continue expanding the list by adding groups of three indices for each triangle. (For example a three-triangle “house shape has 5 vertices/indices and you'd specify three groups: `int [] indexes = { 2,0,1, 1,3,2, 2,3,4 };`.) 
 
 
-<<spatial#,Spatial>>`FaceCullMode.Back`“
+<<jme3/advanced/spatial#,Spatial>>`FaceCullMode.Back`“
 
 
 
@@ -243,7 +249,7 @@ _N.B.: This does not work on TerrainQuad.  Please use the TerrainQuad.adjustHeig
 
 == Optional Mesh Features
 
-There are more vertex buffers in a Mesh than the three shown above. For an overview, see also <<mesh#,mesh>>.
+There are more vertex buffers in a Mesh than the three shown above. For an overview, see also <<jme3/advanced/mesh#,mesh>>.
 
 
 
@@ -404,4 +410,3 @@ See also:
 
 *  <<jme3/advanced/spatial#,Spatial>> – contains more info about how to debug custom meshes (that do not render as expected) by changing the default culling behaviour.
 *  <<jme3/advanced/mesh#,Mesh>> – more details about advanced Mesh properties
-<tags><tag target="spatial" /><tag target="node" /><tag target="mesh" /><tag target="geometry" /><tag target="scenegraph" /></tags>

+ 7 - 2
src/docs/asciidoc/jme3/advanced/debugging.adoc

@@ -1,6 +1,11 @@
-
-
 = Debugging
+:author: 
+:revnumber: 
+:revdate: 2014/04/01 13:43
+:relfileprefix: ../../
+:imagesdir: ../..
+ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+
 
 When you deal with complex game engine features like animations or physics it is handy to get feedback from the engine how it interpreted the current state. Is the physical object's collision shape really where you think it is? Is the skeleton of the animated character moving like you think it should? This document shows you how to activate visual debug aides.
 

+ 11 - 6
src/docs/asciidoc/jme3/advanced/effects_overview.adoc

@@ -1,6 +1,12 @@
-
-
 = jME3 Special Effects Overview
+:author: 
+:revnumber: 
+:revdate: 2013/08/17 06:40
+:keywords: documentation, effect, light, water
+:relfileprefix: ../../
+:imagesdir: ../..
+ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+
 
 jME3 supports several types of special effects: Post-Processor Filters, SceneProcessors, and Particle Emitters (also known as particle systems). This list contains screenshots and links to sample code that demonstrates how to add the effect to a scene.
 
@@ -231,7 +237,7 @@ image::jme3/advanced/explosion-5.png[explosion-5.png,with="150",height="100",ali
 
 image::jme3/advanced/particle.png[particle.png,with="150",height="100",align="right"]
 
-<<particle_emitters#,Particle emitter effects>> are highly configurable and can have any texture. They can simulate smoke, dust, leaves, meteors, snowflakes, mosquitos, fire, explosions, clusters, embers, sparks…
+<<jme3/advanced/particle_emitters#,Particle emitter effects>> are highly configurable and can have any texture. They can simulate smoke, dust, leaves, meteors, snowflakes, mosquitos, fire, explosions, clusters, embers, sparks…
 
 
 *  link:http://code.google.com/p/jmonkeyengine/source/browse/trunk/engine/src/test/jme3test/effect/TestExplosionEffect.java[jme3/src/test/jme3test/effect/TestExplosionEffect.java] – debris, flame, flash, shockwave, smoke, sparks
@@ -280,7 +286,6 @@ Filters in a nutshell.
 See also:
 
 
-*  <<particle_emitters#,Particle Emitters>>
-*  <<bloom_and_glow#,Bloom and Glow>>
+*  <<jme3/advanced/particle_emitters#,Particle Emitters>>
+*  <<jme3/advanced/bloom_and_glow#,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)]
-<tags><tag target="documentation" /><tag target="effect" /><tag target="light" /><tag target="water" /></tags>

+ 7 - 2
src/docs/asciidoc/jme3/advanced/endless_terraingrid.adoc

@@ -1,6 +1,11 @@
-
-
 = Endless Terrain
+:author: 
+:revnumber: 
+:revdate: 2014/07/30 23:47
+:relfileprefix: ../../
+:imagesdir: ../..
+ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+
 
 link:http://hub.jmonkeyengine.org/forum/topic/design-question-terrain/#post-262072[http://hub.jmonkeyengine.org/forum/topic/design-question-terrain/#post-262072]
 

+ 7 - 2
src/docs/asciidoc/jme3/advanced/fade.adoc

@@ -1,6 +1,11 @@
-
-
 = Fade-in / Fade-out Effect
+:author: 
+:revnumber: 
+:revdate: 2011/07/27 15:39
+:relfileprefix: ../../
+:imagesdir: ../..
+ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+
 
 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.
 The effect uses com.jme3.post.FilterPostProcessor and com.jme3.post.filters.FadeFilter.

+ 8 - 3
src/docs/asciidoc/jme3/advanced/headless_server.adoc

@@ -1,6 +1,12 @@
-
-
 = jME3 Headless Server
+:author: 
+:revnumber: 
+:revdate: 2011/10/18 01:20
+:keywords: server, spidermonkey, headless, network, documentation
+:relfileprefix: ../../
+:imagesdir: ../..
+ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+
 
 When adding multiplayer to your game, you may find that your server needs to know about game state (e.g. where are players, objects? Was that a direct hit? etc.) You can code all this up yourself, but there's an easier way. 
 
@@ -64,4 +70,3 @@ Okay, so you can now start your game in a headless 'server mode', where to go fr
 *  Integrate <<jme3/advanced/networking#,SpiderMonkey>>, to provide game updates to the server over a network.
 *  Only execute code that's needed. (E.g. place all rendering code inside an `if (servermode)`-block) (or `if (!servermode)` for the client).
 *  Add decent <<jme3/advanced/logging#,logging>> so your server actually makes sense.
-<tags><tag target="server" /><tag target="spidermonkey" /><tag target="headless" /><tag target="network" /><tag target="documentation" /></tags>

+ 9 - 4
src/docs/asciidoc/jme3/advanced/hinges_and_joints.adoc

@@ -1,6 +1,12 @@
-
-
 = Physical Hinges and Joints
+:author: 8Keep123
+:revnumber: 
+:revdate: 2015/02/22 21:56
+:keywords: documentation, physics, joint
+:relfileprefix: ../../
+:imagesdir: ../..
+ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+
 
 The jMonkeyEngine3 has built-in support for link:http://jbullet.advel.cz[jBullet physics] via the `com.jme3.bullet` package.
 
@@ -92,7 +98,7 @@ Now consider some examples of objects with joints:
 *  A person's arm can rotate around some axes, but not around others. The shoulder joint allows one and restricts the other.
 *  A door hinge is one of the most restricted types of joint: It can only rotate around one axis. 
 
-You'll understand that, when creating any type of joint, it is important to correctly specify the DOFs that the joint restricts, and the DOFs that the joint allows. For the typical DOF of a <<ragdoll#,ragDoll>> character's limbs, jME even offers a special joint, `ConeJoint`.
+You'll understand that, when creating any type of joint, it is important to correctly specify the DOFs that the joint restricts, and the DOFs that the joint allows. For the typical DOF of a <<jme3/advanced/ragdoll#,ragDoll>> character's limbs, jME even offers a special joint, `ConeJoint`.
 
 
 
@@ -180,4 +186,3 @@ When you disable the motor, the chained nodes are exposed to gravity again:
 ----
 joint.enableMotor(false, 0, 0);
 ----
-<tags><tag target="documentation" /><tag target="physics" /><tag target="joint" /></tags>

+ 11 - 6
src/docs/asciidoc/jme3/advanced/hud.adoc

@@ -1,9 +1,15 @@
-
-
 = Head-Up Display (HUD)
+:author: 8Keep123
+:revnumber: 
+:revdate: 2015/02/22 18:04
+:keywords: gui, display, documentation, hud
+:relfileprefix: ../../
+:imagesdir: ../..
+ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+
 
 
-image::http///www.jmonkeyengine.com/wp-content/uploads/2010/10/grapplinghook.jpg[grapplinghook.jpg,with="256",height="192",align="right"]
+image::http://www.jmonkeyengine.com/wp-content/uploads/2010/10/grapplinghook.jpg[grapplinghook.jpg,with="256",height="192",align="right"]
 
 
 
@@ -32,7 +38,7 @@ a|Easy to learn. jMonkeyEngine built-in +++<abbr title="Application Programming
 a|Only basic features. +
 You will have to write custom controls / buttons / effects if you need them.
 
-a|Use advanced <<nifty_gui#,Nifty GUI>> integration:
+a|Use advanced <<jme3/advanced/nifty_gui#,Nifty GUI>> integration:
 a|Full-featured interactive user interface. +
 Includes buttons, effects, controls. +
 Supports XML and Java layouts.
@@ -164,7 +170,7 @@ public void simpleUpdate(float tpf) {
 
 == Advanced HUD: Nifty GUI
 
-The recommended approach to create HUDs is using <<nifty_gui#,Nifty GUI>>.
+The recommended approach to create HUDs is using <<jme3/advanced/nifty_gui#,Nifty GUI>>.
 
 
 .  Lay out the +++<abbr title="Graphical User Interface">GUI</abbr>+++ in one or several Nifty XML or Java files. 
@@ -181,4 +187,3 @@ For HUDs, you basically follow the same instructions as for creating a normal <<
 == See also
 
 *  <<jme3/external/fonts#,Fonts>>
-<tags><tag target="gui" /><tag target="display" /><tag target="documentation" /><tag target="hud" /></tags>

+ 8 - 3
src/docs/asciidoc/jme3/advanced/input_handling.adoc

@@ -1,6 +1,12 @@
-
-
 = Input Handling
+:author: DannyJo
+:revnumber: 
+:revdate: 2015/03/26 10:28
+:keywords: keyinput, input, documentation
+:relfileprefix: ../../
+:imagesdir: ../..
+ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+
 
 Users interact with your jME3 application with different input devices – the mouse, the keyboard, or a joystick. To respond to inputs we use the `inputManager` object in `SimpleApplication`.
 
@@ -345,4 +351,3 @@ It is likely that your players have different keyboard layouts, are used to “r
 
 The abstraction of separating triggers and mappings has the advantage that you can remap triggers easily. Your code only needs to remove and add some trigger mappings. The core of the code (the listeners and actions) remains unchanged. 
 
-<tags><tag target="keyinput" /><tag target="input" /><tag target="documentation" /></tags>

+ 12 - 7
src/docs/asciidoc/jme3/advanced/j3m_material_files.adoc

@@ -1,8 +1,14 @@
-
-
 = Saving and Loading Materials with .j3m Files
+:author: 
+:revnumber: 
+:revdate: 2012/07/21 13:15
+:keywords: material, texture, file, sdk, wireframe, documentation
+:relfileprefix: ../../
+:imagesdir: ../..
+ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+
 
-In the <<material_definitions#,Material Definitions>> article you learned how to configure <<materials_overview#,Materials>>  programmatically in Java code. If you have certain commonly used Materials that never change, you can clean up the amount of Java code that clutters your init method, by moving material settings into .j3m files. Then later in your code, you only need to call one setter instead of several to apply the material.
+In the <<jme3/advanced/material_definitions#,Material Definitions>> article you learned how to configure <<jme3/advanced/materials_overview#,Materials>>  programmatically in Java code. If you have certain commonly used Materials that never change, you can clean up the amount of Java code that clutters your init method, by moving material settings into .j3m files. Then later in your code, you only need to call one setter instead of several to apply the material.
 
 
 If you want to colorize simple shapes (one texture all around), then .j3m are the most easily customizable solution. J3m files can contain texture mapped materials, but as usual you have to create the textures in an external editor, especially if you use UV-mapped textures. 
@@ -38,9 +44,9 @@ How to this file is structured:
 .  Header
 ..  `Material` is a fixed keyword, keep it.
 ..  `shiny bumpy rock` is a descriptive string that you can make up. Choose a name to help you remember for what you intend to use this material.
-..  After the colon, specify on which <<materials_overview#,Material>> definition you base this Material.
+..  After the colon, specify on which <<jme3/advanced/materials_overview#,Material>> definition you base this Material.
 
-.  Now look up the choosen Material Definition's parameters and their parameter types from the <<materials_overview#,Material>> table. Add one line for each parameter.
+.  Now look up the choosen Material Definition's parameters and their parameter types from the <<jme3/advanced/materials_overview#,Material>> table. Add one line for each parameter.
 **  For example: The series of four numbers in the example above represent RGBA color values.
 
 .  Check the detailed syntax reference below if you are unsure.
@@ -72,7 +78,7 @@ myGeometry.setMaterial(assetManager.loadMaterial("Materials/SimpleBump.j3m"));
 Make sure to get the paths to the textures (.png, .jpg) and material definitions (.j3md) right. 
 
 
-*  The paths to the built-in .j3md files are relative to jME3's Core Data directory. Just copy the path stated in the <<materials_overview#,Material>> table. +
+*  The paths to the built-in .j3md files are relative to jME3's Core Data directory. Just copy the path stated in the <<jme3/advanced/materials_overview#,Material>> table. +
 `Common/MatDefs/Misc/Unshaded.j3md` is resolved to `jme3/src/src/core-data/Common/MatDefs/Misc/Unshaded.j3md`.
 *  The paths to your textures are relative to your project's assets directory. +
 `Textures/bump_rock_normal.png` is resolved to `MyGame/src/assets/Textures/bump_rock_normal.png`
@@ -352,4 +358,3 @@ The PNG file is in the same directory, `assets/Models/Tree/…`
 == Related Links
 
 *  <<jme3/advanced/material_specification#,Developer specification of the jME3 material system (.j3md,.j3m)>>
-<tags><tag target="material" /><tag target="texture" /><tag target="file" /><tag target="sdk" /><tag target="wireframe" /><tag target="documentation" /></tags>

+ 7 - 2
src/docs/asciidoc/jme3/advanced/jme3_renderbuckets.adoc

@@ -1,6 +1,11 @@
-
-
 = Render Buckets
+:author: 
+:revnumber: 
+:revdate: 2012/09/07 09:55
+:relfileprefix: ../../
+:imagesdir: ../..
+ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+
 
 For each viewport the rendering happens as follows:
 

+ 7 - 2
src/docs/asciidoc/jme3/advanced/jme3_shadernodes.adoc

@@ -1,6 +1,11 @@
-
-
 = Shader Nodes
+:author: 8Keep123
+:revnumber: 
+:revdate: 2015/02/22 22:39
+:relfileprefix: ../../
+:imagesdir: ../..
+ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+
 
 
 === Motivations

+ 7 - 2
src/docs/asciidoc/jme3/advanced/jme3_shaders.adoc

@@ -1,6 +1,11 @@
-
-
 = JME3 and Shaders
+:author: 
+:revnumber: 
+:revdate: 2013/06/28 14:41
+:relfileprefix: ../../
+:imagesdir: ../..
+ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+
 
 +
 

+ 9 - 4
src/docs/asciidoc/jme3/advanced/jme3_srgbpipeline.adoc

@@ -1,6 +1,11 @@
-
-
 = Gamma Correction or sRGB pipline
+:author: 
+:revnumber: 
+:revdate: 2014/05/28 22:04
+:relfileprefix: ../../
+:imagesdir: ../..
+ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+
 
 
 == Overview
@@ -45,7 +50,7 @@ this is the kind of difference you can have :+
 
 left is non corrected output, right is gamma corrected output.+
 
-image:http///i.imgur.com/uNL7vw8.png[uNL7vw8.png,with="",height=""]
+image:http://i.imgur.com/uNL7vw8.png[uNL7vw8.png,with="",height=""]
 +
 
 
@@ -83,7 +88,7 @@ app.setSettings(settings);
 
 This setting is also exposed in the Settings dialog displayed when you launch a jME application.+
 
-image:http///i.imgur.com/Lya1ldH.png[Lya1ldH.png,with="400",height=""]
+image:http://i.imgur.com/Lya1ldH.png[Lya1ldH.png,with="400",height=""]
 
 
 * But both can be enabled separately*

+ 7 - 2
src/docs/asciidoc/jme3/advanced/level_of_detail.adoc

@@ -1,6 +1,11 @@
-
-
 = Level of Detail (LOD) Optimization
+:author: 
+:revnumber: 
+:revdate: 2014/01/04 12:29
+:relfileprefix: ../../
+:imagesdir: ../..
+ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+
 
 A mesh with a high level of detail has lots of polygons and looks good close up. But when the mesh is further away (and the detail is not visible), the high-polygon count slows down performance unnecessarily. 
 

+ 7 - 2
src/docs/asciidoc/jme3/advanced/light_and_shadow.adoc

@@ -1,6 +1,11 @@
-
-
 = Light and Shadow
+:author: 
+:revnumber: 
+:revdate: 2014/02/05 20:26
+:relfileprefix: ../../
+:imagesdir: ../..
+ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+
 
 image:jme3/advanced/shading-ani.gif[Examples of shading and lighting.,with="",height=""]
 

+ 8 - 0
src/docs/asciidoc/jme3/advanced/loading_screen.adoc

@@ -1,3 +1,11 @@
+= loading_screen
+:author: 8Keep123
+:revnumber: 
+:revdate: 2015/02/22 22:12
+:relfileprefix: ../../
+:imagesdir: ../..
+ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+
 
 
 === Nifty Loading Screen (Progress Bar)

+ 7 - 2
src/docs/asciidoc/jme3/advanced/localization.adoc

@@ -1,6 +1,11 @@
-
-
 = Localizing jME 3 Games
+:author: 
+:revnumber: 
+:revdate: 2012/08/01 08:58
+:relfileprefix: ../../
+:imagesdir: ../..
+ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+
 
 
 == Scope

+ 7 - 2
src/docs/asciidoc/jme3/advanced/logging.adoc

@@ -1,6 +1,11 @@
-
-
 = Logging and Monitoring
+:author: 
+:revnumber: 
+:revdate: 2012/12/17 20:57
+:relfileprefix: ../../
+:imagesdir: ../..
+ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+
 
 
 == Logging Like a Newbie

+ 7 - 2
src/docs/asciidoc/jme3/advanced/makehuman_blender_ogrexml_toolchain.adoc

@@ -1,6 +1,11 @@
-
-
 = MakeHuman Blender OgreXML toolchain for creating and importing animated human characters
+:author: 
+:revnumber: 
+:revdate: 2014/10/17 18:56
+:relfileprefix: ../../
+:imagesdir: ../..
+ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+
 
 This guide describes how to use MakeHuman Blender OgreXML toolchain.
 

+ 8 - 3
src/docs/asciidoc/jme3/advanced/making_the_camera_follow_a_character.adoc

@@ -1,6 +1,11 @@
-
-
 = Making the Camera Follow a 3rd-Person Character
+:author: 
+:revnumber: 
+:revdate: 2013/02/22 15:52
+:relfileprefix: ../../
+:imagesdir: ../..
+ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+
 
 When players steer a game character with 1st-person view, they directly steer the camera (`flyCam.setEnabled(true);`), and they never see the walking character itself. In a game with 3rd-person view, however, the players see the character walk, and you (the game developer) want to make the camera follow the character around when it walks.
 
@@ -59,7 +64,7 @@ a|Description
 a|setControlDir(ControlDirection.SpatialToCamera)
 a|User input steers the target spatial, and the camera follows the spatial.+
 The spatial's transformation is copied over the camera's transformation. +
-Example: Use with <<physics#,CharacterControl>>led spatial.
+Example: Use with <<jme3/advanced/physics#,CharacterControl>>led spatial.
 
 a|setControlDir(ControlDirection.CameraToSpatial)
 a|User input steers the camera, and the target spatial follows the camera. +

+ 11 - 6
src/docs/asciidoc/jme3/advanced/material_definitions.adoc

@@ -1,6 +1,12 @@
-
-
 = How to Use Material Definitions (.j3md)
+:author: 
+:revnumber: 
+:revdate: 2012/07/21 17:38
+:keywords: Material, SDK, MatDef, file, documentation
+:relfileprefix: ../../
+:imagesdir: ../..
+ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+
 
 All Geometries need a Material to be visible. Every Material is based on a Material Definition. Material definitions provide the “logic for the material, and a shader draws the material according to the parameters specified in the definition. The J3MD file abstracts the shader and its configuration away from the user, allowing a simple interface where the user can simply set a few parameters on the material to change its appearance and the way its handled by the shaders. 
 
@@ -22,13 +28,13 @@ myGeometry.setMaterial(mat);               // Use material on this Geometry.
 
 ----
 
-<<j3m_material_files#,j3m Material Files>><<sdk/material_editing#,use the jMonkeyEngine SDK to create .j3m files>><<jme3/advanced/j3m_material_files#,write .j3m files in a text editor>>
+<<jme3/advanced/j3m_material_files#,j3m Material Files>><<sdk/material_editing#,use the jMonkeyEngine SDK to create .j3m files>><<jme3/advanced/j3m_material_files#,write .j3m files in a text editor>>
 
 
 
 == Preparing a Material
 
-In the <<materials_overview#,Materials Overview>> list:
+In the <<jme3/advanced/materials_overview#,Materials Overview>> list:
 
 
 .  Choose a Material Definition that has the features that you need. 
@@ -55,7 +61,7 @@ In your Java code,
 Material mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
 ----
 
-.  Configure your Material by setting the appropriate values listed in the <<materials_overview#,Materials Overview>> table. 
+.  Configure your Material by setting the appropriate values listed in the <<jme3/advanced/materials_overview#,Materials Overview>> table. 
 [source,java]
 
 ----
@@ -158,4 +164,3 @@ You can create your own Material Definitions and place them in your project's `a
 == Related Links
 
 *  <<jme3/advanced/material_specification#,Developer specification of the jME3 material system (.j3md,.j3m)>>
-<tags><tag target="Material" /><tag target="SDK" /><tag target="MatDef" /><tag target="file" /><tag target="documentation" /></tags>

+ 7 - 2
src/docs/asciidoc/jme3/advanced/material_specification.adoc

@@ -1,6 +1,11 @@
-
-
 = jMonkeyEngine3 Material Specification
+:author: 
+:revnumber: 
+:revdate: 2013/12/20 19:41
+:relfileprefix: ../../
+:imagesdir: ../..
+ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+
 
 
 == General Syntax

+ 8 - 3
src/docs/asciidoc/jme3/advanced/materials_overview.adoc

@@ -1,6 +1,12 @@
-
-
 = Material Definition Properties
+:author: 
+:revnumber: 
+:revdate: 2013/02/01 15:59
+:keywords: material, texture, MatDefs, light, culling, RenderStates, documentation
+:relfileprefix: ../../
+:imagesdir: ../..
+ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+
 
 In jMonkeyEngine 3, colors and textures are represented as Material objects.
 
@@ -379,4 +385,3 @@ a|Use this when you have meshes that have triangles really close to each over (e
 
 
 *  <<jme3/advanced/material_specification#,Developer specification of the jME3 material system (.j3md,.j3m)>>
-<tags><tag target="material" /><tag target="texture" /><tag target="MatDefs" /><tag target="light" /><tag target="culling" /><tag target="RenderStates" /><tag target="documentation" /></tags>

+ 11 - 6
src/docs/asciidoc/jme3/advanced/mesh.adoc

@@ -1,6 +1,12 @@
-
-
 = Polygon Meshes
+:author: 
+:revnumber: 
+:revdate: 2013/05/26 11:57
+:keywords: spatial, node, mesh, geometry, scenegraph
+:relfileprefix: ../../
+:imagesdir: ../..
+ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+
 
 
 image::jme3/dolphin-mesh.png[dolphin-mesh.png,with="",height="",align="right"]
@@ -19,11 +25,11 @@ All visible game elements in a scene, whether it is a Model or a Shape, are made
 **  Dynamic Meshes can be modified live, but are not optimized and slower. 
 
 
-You have several options when <<spatial#,creating Geometries from meshes>>:
+You have several options when <<jme3/advanced/spatial#,creating Geometries from meshes>>:
 
 
-*  Use built-in <<shape#,Shape>>s as meshes; 
-*  Load <<3d_models#,3D models>> (that is, meshes created in external applications); or 
+*  Use built-in <<jme3/advanced/shape#,Shape>>s as meshes; 
+*  Load <<jme3/advanced/3d_models#,3D models>> (that is, meshes created in external applications); or 
 *  Create free-form <<jme3/advanced/custom_meshes#,custom meshes>> programmatically. 
 
 
@@ -160,4 +166,3 @@ a|?
 
 Optionally, custom meshes can have a LOD (level of detail optimization) that renders more or less detail, depending on the distance of the mesh from the camera. You have to specify several vertex buffers, one for each level of detail you want (very far away with few details, close up with all details, and something in the middle). Use `setLodLevels(VertexBuffer[] lodLevels)`. 
 
-<tags><tag target="spatial" /><tag target="node" /><tag target="mesh" /><tag target="geometry" /><tag target="scenegraph" /></tags>

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