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mitm001 5 年之前
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c1bb018678

+ 1 - 1
docs/modules/core/pages/scene/control/custom_controls.adoc

@@ -158,7 +158,7 @@ public class MyControl extends AbstractControl implements Savable, Cloneable { 
 See also:
 
 *  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>>.
+*  To learn more about `setUserData()`, see xref:scene/spatial.adoc[Spatial].
 
 
 == The Control Interface

+ 2 - 4
docs/modules/core/pages/scene/custom_meshes.adoc

@@ -127,7 +127,7 @@ If the shape is more complex, it has more triangles, and therefor also more vert
 
 [TIP]
 ====
-If you get the order wrong (clockwise) for some of the triangles, then these triangles face backwards. If the <<jme3/advanced/spatial#,Spatial>>'s material uses the default `FaceCullMode.Back` (see "`face`" culling), the broken triangles appear as holes in the rendered mesh. You need to identify and fix them in your code.
+If you get the order wrong (clockwise) for some of the triangles, then these triangles face backwards. If the xref:scene/spatial.adoc[Spatial]'s material uses the default `FaceCullMode.Back` (see "`face`" culling), the broken triangles appear as holes in the rendered mesh. You need to identify and fix them in your code.
 ====
 
 
@@ -349,9 +349,7 @@ mat.getAdditionalRenderState().setFaceCullMode(FaceCullMode.Off);
 int[] indexes = { 2,0,1, 1,3,2, 2,3,1, 1,0,2 };
 ----
 
-'''
-
 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.
+*  xref:scene/spatial.adoc[Spatial] – contains more info about how to debug custom meshes (that do not render as expected) by changing the default culling behaviour.
 *  mesh[Mesh] – more details about advanced Mesh properties

+ 1 - 1
docs/modules/core/pages/scene/mesh.adoc

@@ -19,7 +19,7 @@ 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 <<jme3/advanced/spatial#,creating Geometries from meshes>>:
+You have several options when xref:scene/spatial.adoc[creating Geometries from meshes]:
 
 *  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

+ 1 - 1
docs/modules/core/pages/scene/traverse_scenegraph.adoc

@@ -68,4 +68,4 @@ You can use the SceneGraphVisitorAdapter class to scan separately for Geometry a
 == See Also
 
 *  <<jme3/the_scene_graph#,The Scene Graph>>
-*  <<jme3/advanced/spatial#,Spatial>>
+*  xref:scene/spatial.adoc[Spatial]

+ 1 - 1
docs/modules/tutorials/pages/concepts/best_practices.adoc

@@ -191,7 +191,7 @@ Example: Players have *methods* such as `walk(), addGold(), getHealth(), pickUpI
 ====
 *Follow the Best Practice:* In general, use composition over inheritance and keep what an entity does (behaviour system) separate from what this entity is (attributes).
 
-*  Use `xref:ROOT:jme3/advanced/spatial.adoc[setUserData()]` to add custom attributes to Spatials.
+*  Use `xref:core:scene/spatial.adoc[setUserData()]` to add custom attributes to Spatials.
 *  Use xref:core:scene/control/custom_controls.adoc[Controls] and xref:core:app/state/application_states.adoc[Application States] to define custom behaviour systems.
 ====
 

+ 4 - 4
docs/modules/tutorials/pages/concepts/faq.adoc

@@ -120,7 +120,7 @@ rootNode.detachChild(spatial); // remove from scene
 * xref:concepts/the_scene_graph.adoc[The Scene Graph]
 * xref:beginner/hello_node.adoc[Hello Node]
 * xref:beginner/hello_asset.adoc[Hello Asset]
-* xref:ROOT:jme3/advanced/spatial.adoc[Spatial]
+* xref:core:scene/spatial.adoc[Spatial]
 * link:https://github.com/jMonkeyEngine/jmonkeyengine/blob/master/jme3-core/src/main/java/com/jme3/scene/Node.java[com.jme3.scene.Node]
 * link:https://github.com/jMonkeyEngine/jmonkeyengine/blob/master/jme3-core/src/main/java/com/jme3/scene/Geometry.java[com.jme3.scene.Geometry]
 
@@ -218,7 +218,7 @@ spatial.setLocalTranslation(1,-3,2.5f); spatial.rotate(0,3.14f,0); spatial.scale
 *Learn more:*
 
 * xref:beginner/hello_node.adoc[Hello Node]
-* xref:ROOT:jme3/advanced/spatial.adoc[Spatial]
+* xref:core:scene/spatial.adoc[Spatial]
 * xref:concepts/math_for_dummies.adoc[Math For Dummies]
 
 
@@ -248,7 +248,7 @@ Geometry submesh = (Geometry) model.getChild("door 12");
 
 *Learn more:*
 
-* xref:ROOT:jme3/advanced/spatial.adoc[Spatial]
+* xref:core:scene/spatial.adoc[Spatial]
 
 
 === How do I make procedural or custom shapes?
@@ -383,7 +383,7 @@ someNode.setCullHint(CullHint.Never);
 
 *Learn more:*
 
-* xref:ROOT:jme3/advanced/spatial.adoc[Spatial]
+* xref:core:scene/spatial.adoc[Spatial]
 
 
 === Can I draw only an outline of the scene?

+ 1 - 1
docs/modules/tutorials/pages/how-to/debugging.adoc

@@ -297,4 +297,4 @@ getViewPort().addProcessor(new WireProcessor());
 
 == See also
 
-*  <<jme3/advanced/spatial#,Spatial>> – if you can't see certain spatials, you can modify the culling behaviour to identify problems (such as inside-out custom meshes)
+*  xref:scene/spatial.adoc[Spatial] – if you can't see certain spatials, you can modify the culling behaviour to identify problems (such as inside-out custom meshes)