mitm001 5 anos atrás
pai
commit
b62f9be539
1 arquivos alterados com 50 adições e 51 exclusões
  1. 50 51
      docs/modules/ROOT/pages/jme3/features.adoc

+ 50 - 51
docs/modules/ROOT/pages/jme3/features.adoc

@@ -13,42 +13,41 @@ See also: xref:jme3/requirements.adoc[requirements].
 **  Bundled with compatible JDK
 **  xref:jme3/advanced/asset_manager.adoc[Asset Manager] for loading multi-media files and 3D models including asset name code completion
 **  xref:sdk:default_build_script.adoc[Non-proprietary Ant build scripts]
-**  jME3-ready Javadoc popups, <<sdk/sample_code#,sample code projects>>, and code snippet palette
-xr
-*  <<sdk/code_editor#,Full-featured Java and XML code editor>>
-*  <<sdk/update_center#,Plugins>>
-**  <<sdk/version_control#,File Version Control>>
-**  <<sdk/debugging_profiling_testing#,Debugger and Profiler (optional)>>
-**  <<sdk/model_loader_and_viewer#,Converters and Importers for game assets (3D models etc)>>
-**  <<sdk/scene_composer#,3D Scene Viewer and Scene Composer>>
-**  <<sdk/material_editing#,Material editor>>
+**  jME3-ready Javadoc popups, xref:sdk:sample_code.adoc[sample code projects], and code snippet palette
+*  xref:sdk:code_editor.adoc[Full-featured Java and XML code editor]
+*  xref:sdk:update_center.adoc[Plugins]
+**  xref:sdk:version_control.adoc[File Version Control]
+**  xref:sdk:debugging_profiling_testing.adoc[Debugger and Profiler (optional)]
+**  xref:sdk:model_loader_and_viewer.adoc[Converters and Importers for game assets (3D models etc)]
+**  xref:sdk:scene_composer.adoc[3D Scene Viewer and Scene Composer]
+**  xref:sdk:material_editing.adoc[Material editor]
 **  Shader Node editor
-**  <<sdk/terrain_editor#,Terrain generation, painting, and editing>>
-**  <<jme3/external/fonts#,Custom font creator>>
-**  <<sdk/neotexture#,Procedural texture creator (NeoTexture)>>
-**  <<jme3/advanced/level_of_detail#,Level of Detail (LOD) generator>>
-**  <<sdk#,... and much more...>>
+**  xref:sdk:terrain_editor.adoc[Terrain generation, painting, and editing]
+**  xref:jme3/external/fonts.adoc[Custom font creator]
+**  xref:sdk:neotexture.adoc[Procedural texture creator (NeoTexture)]
+**  xref:jme3/advanced/level_of_detail.adoc[Level of Detail (LOD) generator]
+**  xref:sdk:sdk.adoc[... and much more...]
 
-*  <<sdk/application_deployment#,Deployment>>
+*  xref:sdk:application_deployment.adoc[Deployment]
 **  Generates desktop executables for Win, Mac, Linux
 **  Generates mobile executables for xref:sdk:android.adoc[Android], iOS support is in the works.
 **  Generates JNLP WebStart and Java Browser Applets
 
-*  <<sdk/whynoteclipse#,Based on the NetBeans Platform>>
+*  xref:sdk:whynoteclipse.adoc[Based on the NetBeans Platform]
 **  Supports all NetBeans IDE plugins
 
 
 
 == Physics
 
-*  <<jme3/advanced/physics#,JBullet physics binding>>
-**  <<jme3/advanced/walking_character#,Physical characters>>
-**  <<jme3/advanced/hinges_and_joints#,Physical joints and hinges>>
-**  <<jme3/advanced/vehicles#,Ray-cast vehicle>>
-**  <<jme3/advanced/ragdoll#,Ragdoll physics>>
+*  xref:jme3/advanced/physics.adoc[JBullet physics binding]
+**  xref:jme3/advanced/walking_character.adoc[Physical characters]
+**  xref:jme3/advanced/hinges_and_joints.adoc[Physical joints and hinges]
+**  xref:jme3/advanced/vehicles.adoc[Ray-cast vehicle]
+**  xref:jme3/advanced/ragdoll.adoc[Ragdoll physics]
 
-*  <<jme3/advanced/bullet_multithreading#,Multi-threaded physics>>
-*  <<jme3/advanced/physics#create_a_collisionshape,Mesh-accurate collision shapes>>
+*  xref:jme3/advanced/bullet_multithreading.adoc[Multi-threaded physics]
+*  xref:jme3/advanced/physics#create_a_collisionshape,Mesh-accurate collision shapes]
 
 
 == Supported Formats
@@ -64,22 +63,22 @@ a|Learn more
 l|.j3o
 a|Binary 3D model or scene. At the latest from the Beta release of your game on, you should convert all models to .j3o format. +
 During alpha and earlier development phases (when models still change a lot) you can alternatively load GLTF/OBJ models directly.
-a|<<sdk/model_loader_and_viewer#,Model Loader and Viewer>>
+a|xref:sdk:model_loader_and_viewer.adoc[Model Loader and Viewer]
 
 l|.j3m
 a|A custom Material. You can create a .j3m file to store a Material configuration for a Geometry (e.g. 3D model).
-a|<<jme3/advanced/materials_overview#,Materials Overview>> +
-<<sdk/material_editing#,Material Editing>>
+a|xref:jme3/advanced/materials_overview.adoc[Materials Overview] +
+xref:sdk:material_editing.adoc[Material Editing]
 
 l|.j3md
 a|A Material definition. These are pre-defined templates for shader-based Materials. +
 Each custom .j3m Material is based on a material definition. Advanced users can create their own material definitions.
-a| <<jme3/advanced/materials_overview#,Materials Overview>>
+a| xref:jme3/advanced/materials_overview.adoc[Materials Overview]
 
 l|.j3f
 a|A custom post-processor filter configuration. You can create a .j3f file to store a FilterPostProcessor with a set of preconfigured filters.
-a| <<sdk/filters#,Filters>> +
-<<jme3/advanced/effects_overview#,Effects Overview>>
+a| xref:sdk:filters.adoc[Filters] +
+xref:jme3/advanced/effects_overview.adoc[Effects Overview]
 
 |===
 
@@ -97,12 +96,12 @@ a|3D model
 a|Ogre Mesh XML *(soon to be discontinued)* +
 see:
 
-* <<jme3/external/blender/blender_ogre_export#,Exporting Models as Ogre XML meshes from Blender>>
-* <<jme3/external/blender/blender_ogre_compatibility#,Ogre Compatibility>>
+* xref:jme3/external/blender/blender_ogre_export.adoc[Exporting Models as Ogre XML meshes from Blender]
+* xref:jme3/external/blender/blender_ogre_compatibility.adoc[Ogre Compatibility]
 
 Converting to j3o:
 
-* <<sdk/model_loader_and_viewer#,SDK convert>>
+* xref:sdk:model_loader_and_viewer.adoc[SDK convert]
 * link:{link-javadoc}/com/jme3/export/binary/BinaryExporter.html[BinaryExporter]
 
 l|.obj, .mtl
@@ -110,7 +109,7 @@ a|3D model
 a|Wavefront +
 Converting to j3o:
 
-* <<sdk/model_loader_and_viewer#,SDK convert>>
+* xref:sdk:model_loader_and_viewer.adoc[SDK convert]
 * link:{link-javadoc}/com/jme3/export/binary/BinaryExporter.html[BinaryExporter]
 
 l|.xbuf
@@ -122,7 +121,7 @@ See:
 
 Converting to j3o:
 
-* <<sdk/model_loader_and_viewer#,SDK convert>>
+* xref:sdk:model_loader_and_viewer.adoc[SDK convert]
 * link:{link-javadoc}/com/jme3/export/binary/BinaryExporter.html[BinaryExporter]
 
 l|.fbx
@@ -134,7 +133,7 @@ See:
 
 Converting to j3o:
 
-* <<sdk/model_loader_and_viewer#,SDK convert>>
+* xref:sdk:model_loader_and_viewer.adoc[SDK convert]
 * link:{link-javadoc}/com/jme3/export/binary/BinaryExporter.html[BinaryExporter]
 
 l|.gltf, .bin, .glb, custom extensions
@@ -143,12 +142,12 @@ a|Blender version 2.78c onwards, +
 See:
 
 * link:https://hub.jmonkeyengine.org/t/jme-gltf-support/39174[gltf] forum post
-* <<jme3/external/blender/blender_gltf#,Exporting Models as GlTF meshes from Blender>>
+* xref:jme3/external/blender/blender_gltf.adoc[Exporting Models as GlTF meshes from Blender]
 
 Converting to j3o:
 
 * link:https://hub.jmonkeyengine.org/t/jmeconvert-tool/41831[JmeConvert tool]
-* <<sdk/model_loader_and_viewer#,SDK convert>>
+* xref:sdk:model_loader_and_viewer.adoc[SDK convert]
 * link:{link-javadoc}/com/jme3/export/binary/BinaryExporter.html[BinaryExporter]
 
 l|.jpg, .png, .gif
@@ -199,7 +198,7 @@ a|OGG Vorbis music and sounds
 *  GLSL support
 *  Shader libraries
 *  Shader permutations
-*  <<jme3/advanced/jme3_shadernodes#,Shader Nodes>>
+*  xref:jme3/advanced/jme3_shadernodes.adoc[Shader Nodes]
 
 
 == Material Lighting
@@ -251,8 +250,8 @@ a|OGG Vorbis music and sounds
 
 == Special Effects
 
-*  <<jme3/advanced/particle_emitters#,Particles: Smoke, fire, explosions, etc>>
-*  <<jme3/advanced/effects_overview#,Post processing / 2D Filter Effects>>
+*  xref:jme3/advanced/particle_emitters.adoc[Particles: Smoke, fire, explosions, etc]
+*  xref:jme3/advanced/effects_overview.adoc[Post processing / 2D Filter Effects]
 **  Reflective Water
 **  Shadow mapping
 **  High Dynamic Range rendering
@@ -267,33 +266,33 @@ a|OGG Vorbis music and sounds
 
 == Terrain
 
-*  <<jme3/advanced/terrain#,Geomipmapped hightmap terrain>>
-*  <<jme3/external/blender/blender_ogre_compatibility#,Ogre Compatibility>>
-*  <<jme3/advanced/sky#,SkyBox and SkyDome>>
+*  xref:jme3/advanced/terrain.adoc[Geomipmapped hightmap terrain]
+*  xref:jme3/external/blender/blender_ogre_compatibility.adoc[Ogre Compatibility]
+*  xref:jme3/advanced/sky.adoc[SkyBox and SkyDome]
 *  Terrain lighting
 
 
 == GUI / HUD
 
-*  <<jme3/advanced/hud#,Orthogonal (Billboard) node>>
-*  <<jme3/advanced/nifty_gui#,Nifty GUI integration>>
+*  xref:jme3/advanced/hud.adoc[Orthogonal (Billboard) node]
+*  xref:jme3/advanced/nifty_gui.adoc[Nifty GUI integration]
 
 
 == Miscellaneous
 
-*  <<jme3/advanced/application_states#,Application States>> and <<jme3/advanced/custom_controls#,Controls>> to implement <<jme3/advanced/update_loop#,game logic>>
-*  <<jme3/advanced/cinematics#,Cinematics and motion paths>>
-*  <<jme3/advanced/camera#,Camera System>>
+*  xref:jme3/advanced/application_states.adoc[Application States] and xref:jme3/advanced/custom_controls.adoc[Controls] to implement xref:jme3/advanced/update_loop.adoc[game logic]
+*  xref:jme3/advanced/cinematics.adoc[Cinematics and motion paths]
+*  xref:jme3/advanced/camera.adoc[Camera System]
 **  Normal or parallel view
 **  Multiple views
 
 *  Swing canvas (e.g. for Applets)
-*  <<jme3/advanced/input_handling#,Input handling>>
+*  xref:jme3/advanced/input_handling.adoc[Input handling]
 **  Mouse, keyboard, joystick
-**  <<jme3/advanced/combo_moves#,Combo moves>>
+**  xref:jme3/advanced/combo_moves.adoc[Combo moves]
 
 
 
 == Networking
 
-*  <<jme3/advanced/networking#,SpiderMonkey API>>
+*  xref:jme3/advanced/networking.adoc[SpiderMonkey API]