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Reset all javadoc links global attribute.

mitm 5 سال پیش
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d4c209d5c2

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

@@ -164,7 +164,7 @@ mesh.updateBound();
 
 == Mesh and Scene Graph Collision
 
-One of the supported ``Collidable``s are meshes and scene graph objects. To execute a collision detection query against a scene graph, use `Spatial.collideWith()`. This will traverse the scene graph and return any mesh collisions that were detected. Note that the first collision against a particular scene graph may take a long time, this is because a special data structure called link:http://en.wikipedia.org/wiki/Bounding_interval_hierarchy[Bounding Interval Hierarchy (BIH)] needs to be generated for the meshes. At a later point, the mesh could change and the BIH tree would become out of date, in that case, call link:http://javadoc.jmonkeyengine.org/com/jme3/scene/Mesh.html#createCollisionData--[Mesh.createCollisionData()] on the changed mesh to update the BIH tree.
+One of the supported ``Collidable``s are meshes and scene graph objects. To execute a collision detection query against a scene graph, use `Spatial.collideWith()`. This will traverse the scene graph and return any mesh collisions that were detected. Note that the first collision against a particular scene graph may take a long time, this is because a special data structure called link:http://en.wikipedia.org/wiki/Bounding_interval_hierarchy[Bounding Interval Hierarchy (BIH)] needs to be generated for the meshes. At a later point, the mesh could change and the BIH tree would become out of date, in that case, call link:{link-javadoc}/com/jme3/scene/Mesh.html#createCollisionData--[Mesh.createCollisionData()] on the changed mesh to update the BIH tree.
 
 
 == Intersection

+ 10 - 10
src/docs/asciidoc/jme3/advanced/j3m_material_files.adoc

@@ -190,7 +190,7 @@ a| (Currently not supported in J3M)
 *  Float is “123.0 etc
 *  Enum - values depend on the enum
 
-See the link:http://javadoc.jmonkeyengine.org/com/jme3/material/RenderState.html[RenderState] javadoc for a detailed explanation of render states.
+See the link:{link-javadoc}/com/jme3/material/RenderState.html[RenderState] javadoc for a detailed explanation of render states.
 [cols="3", options="header"]
 |===
 
@@ -198,39 +198,39 @@ a|Name
 a|Type
 a|Purpose
 
-a| link:http://javadoc.jmonkeyengine.org/com/jme3/material/RenderState.html#setWireframe(boolean)[Wireframe] 
+a| link:{link-javadoc}/com/jme3/material/RenderState.html#setWireframe(boolean)[Wireframe] 
 a|(Boolean)
 a| Enable wireframe rendering mode 
 
-a| link:http://javadoc.jmonkeyengine.org/com/jme3/material/RenderState.html#setFaceCullMode(com.jme3.material.RenderState.FaceCullMode)[FaceCull] 
+a| link:{link-javadoc}/com/jme3/material/RenderState.html#setFaceCullMode(com.jme3.material.RenderState.FaceCullMode)[FaceCull] 
 a|(Enum: FaceCullMode)
 a| Set face culling mode (Off, Front, Back, FrontAndBack) 
 
-a| link:http://javadoc.jmonkeyengine.org/com/jme3/material/RenderState.html#setDepthWrite(boolean)[DepthWrite] 
+a| link:{link-javadoc}/com/jme3/material/RenderState.html#setDepthWrite(boolean)[DepthWrite] 
 a|(Boolean)
 a| Enable writing depth to the depth buffer 
 
-a| link:http://javadoc.jmonkeyengine.org/com/jme3/material/RenderState.html#setDepthTest(boolean)[DepthTest] 
+a| link:{link-javadoc}/com/jme3/material/RenderState.html#setDepthTest(boolean)[DepthTest] 
 a|(Boolean)
 a| Enable depth testing 
 
-a| link:http://javadoc.jmonkeyengine.org/com/jme3/material/RenderState.html#setBlendMode(com.jme3.material.RenderState.BlendMode)[Blend] 
+a| link:{link-javadoc}/com/jme3/material/RenderState.html#setBlendMode(com.jme3.material.RenderState.BlendMode)[Blend] 
 a|(Enum: BlendMode)
 a| Set the blending mode 
 
-a| link:http://javadoc.jmonkeyengine.org/com/jme3/material/RenderState.html#setAlphaFallOff(float)[AlphaTestFalloff] 
+a| link:{link-javadoc}/com/jme3/material/RenderState.html#setAlphaFallOff(float)[AlphaTestFalloff] 
 a|(Float)
 a| Set the alpha testing alpha falloff value (if set, it will enable alpha testing) 
 
-a| link:http://javadoc.jmonkeyengine.org/com/jme3/material/RenderState.html#setPolyOffset(float,float)[PolyOffset] 
+a| link:{link-javadoc}/com/jme3/material/RenderState.html#setPolyOffset(float,float)[PolyOffset] 
 a|(Float, Float)
 a| Set the polygon offset factor and units 
 
-a| link:http://javadoc.jmonkeyengine.org/com/jme3/material/RenderState.html#setColorWrite(boolean)[ColorWrite] 
+a| link:{link-javadoc}/com/jme3/material/RenderState.html#setColorWrite(boolean)[ColorWrite] 
 a|(Boolean)
 a| Enable color writing
 
-a| link:http://javadoc.jmonkeyengine.org/com/jme3/material/RenderState.html#setPointSprite(boolean)[PointSprite] 
+a| link:{link-javadoc}/com/jme3/material/RenderState.html#setPointSprite(boolean)[PointSprite] 
 a|(Boolean)
 a| Enable point sprite rendering for point meshes 
 

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

@@ -280,7 +280,7 @@ Material MyGrass : Common/MatDefs/Misc/TestMaterial.j3md {
 
 === Java interface for J3M
 
-It is possible to generate an identical J3M file using Java code, by using the classes in the com.jme3.material package. Specifics of the link:http://javadoc.jmonkeyengine.org/com/jme3/material/Material.html[Material API] will not be provided in this document. The J3M file above is represented by this Java code:
+It is possible to generate an identical J3M file using Java code, by using the classes in the com.jme3.material package. Specifics of the link:{link-javadoc}/com/jme3/material/Material.html[Material API] will not be provided in this document. The J3M file above is represented by this Java code:
 
 [source,java]
 ----

+ 4 - 4
src/docs/asciidoc/jme3/advanced/mesh.adoc

@@ -12,7 +12,7 @@ ifdef::env-github,env-browser[:outfilesuffix: .adoc]
 image::jme3/dolphin-mesh.png[dolphin-mesh.png,width="",height="",align="right"]
 
 
-All visible game elements in a scene, whether it is a Model or a Shape, are made up of polygon meshes. JME3 has a link:http://javadoc.jmonkeyengine.org/com/jme3/scene/Mesh.html[com.jme3.scene.Mesh] class that represents all meshes.
+All visible game elements in a scene, whether it is a Model or a Shape, are made up of polygon meshes. JME3 has a link:{link-javadoc}/com/jme3/scene/Mesh.html[com.jme3.scene.Mesh] class that represents all meshes.
 
 *  Meshes are made up of triangles: `getTriangleCount(…)` and `getTriangle(…)`
 *  Each mesh has a unique ID: `getId()`
@@ -37,7 +37,7 @@ The VertexBuffer contains a particular type of geometry data used by Meshes. Eve
 
 === Mesh Vertex Buffers
 
-Here is the list of link:http://javadoc.jmonkeyengine.org/com/jme3/scene/VertexBuffer.Type.html[VertexBuffer] types.
+Here is the list of link:{link-javadoc}/com/jme3/scene/VertexBuffer.Type.html[VertexBuffer] types.
 
 [cols="2", options="header"]
 |===
@@ -92,7 +92,7 @@ a| Bone indices, used with animation
 
 === Mesh Properties
 
-Some Mesh properties from the link:http://javadoc.jmonkeyengine.org/com/jme3/scene/Mesh.html[Mesh] class.
+Some Mesh properties from the link:{link-javadoc}/com/jme3/scene/Mesh.html[Mesh] class.
 
 [cols="2", options="header"]
 |===
@@ -126,7 +126,7 @@ a|How the texture will be stretched over the whole mesh.
 
 === Mesh Rendering Modes
 
-Here is the list of link:http://javadoc.jmonkeyengine.org/com/jme3/scene/Mesh.Mode.html[Mesh rendering modes].
+Here is the list of link:{link-javadoc}/com/jme3/scene/Mesh.Mode.html[Mesh rendering modes].
 
 [cols="2", options="header"]
 |===

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

@@ -25,7 +25,7 @@ To add a sky you need to supply:
 
 .  The assetManager object to use
 .  A cube or sphere map texture of the sky
-.  Set the map type: link:http://javadoc.jmonkeyengine.org/com/jme3/util/SkyFactory.EnvMapType.html[SkyFactory.EnvMapType]. In this instance, CubeMap. 
+.  Set the map type: link:{link-javadoc}/com/jme3/util/SkyFactory.EnvMapType.html[SkyFactory.EnvMapType]. In this instance, CubeMap. 
 
 Internally, the SkyFactory calls the following methods:
 

+ 1 - 1
src/docs/asciidoc/jme3/beginner/hello_node.adoc

@@ -397,7 +397,7 @@ Does it have a Material? +
 What is its translation (position)? +
 Is it behind the camera or covered up by another Geometry? +
 Is it too tiny or too gigantic to see? +
-Is it too far from the camera? (Try link:http://javadoc.jmonkeyengine.org/com/jme3/renderer/Camera.html#setFrustumFar(float)[cam.setFrustumFar(111111f);] to see further)
+Is it too far from the camera? (Try link:{link-javadoc}/com/jme3/renderer/Camera.html#setFrustumFar(float)[cam.setFrustumFar(111111f);] to see further)
 
 a| A Spatial rotates in unexpected ways.
 a| Did you use radian values, and not degrees? (If you used degrees, multiply them with FastMath.DEG_TO_RAD to convert them to radians)  +

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

@@ -118,7 +118,7 @@ First check whether the file path of the asset is correct. By default it is rela
 Spatial ninja = assetManager.loadModel("Models/Ninja/Ninja.j3o");
 ----
 
-If you are not using the default `assets` directory, verify that you have registered a locator to the AssetManager. link:http://javadoc.jmonkeyengine.org/com/jme3/asset/plugins/package-summary.html[Different Locator types] are available.
+If you are not using the default `assets` directory, verify that you have registered a locator to the AssetManager. link:{link-javadoc}/com/jme3/asset/plugins/package-summary.html[Different Locator types] are available.
 
 [source,java]
 ----

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

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

+ 9 - 9
src/docs/asciidoc/jme3/math.adoc

@@ -91,7 +91,7 @@ ColorRGBA will also handle interpolation between two colors. Given a second colo
 
 == Matrix
 
-See link:http://javadoc.jmonkeyengine.org/com/jme3/math/Matrix3f.html[Matrix3f Javadoc] and link:http://javadoc.jmonkeyengine.org/com/jme3/math/Matrix4f.html[Matrix4f Javadoc]
+See link:{link-javadoc}/com/jme3/math/Matrix3f.html[Matrix3f Javadoc] and link:{link-javadoc}/com/jme3/math/Matrix4f.html[Matrix4f Javadoc]
 
 
 === Definition
@@ -248,7 +248,7 @@ Most methods are straight forward, and I will leave documentation to the Javadoc
 
 == Vector
 
-See link:http://javadoc.jmonkeyengine.org/com/jme3/math/Vector3f.html[Vector3f Javadoc] and link:http://javadoc.jmonkeyengine.org/com/jme3/math/Vector2f.html[Vector2f Javadoc]
+See link:{link-javadoc}/com/jme3/math/Vector3f.html[Vector3f Javadoc] and link:{link-javadoc}/com/jme3/math/Vector2f.html[Vector2f Javadoc]
 
 
 === Definition
@@ -308,7 +308,7 @@ Vector3f and Vector2f store their values (x, y, z) and (x, y) respectively as fl
 
 == Quaternion
 
-See link:http://javadoc.jmonkeyengine.org/com/jme3/math/Quaternion.html[Quaternion Javadoc]
+See link:{link-javadoc}/com/jme3/math/Quaternion.html[Quaternion Javadoc]
 
 
 === Definition
@@ -479,7 +479,7 @@ Along with the base Math classes, jME provides a number of Math classes to make
 
 == Fast Math
 
-See link:http://javadoc.jmonkeyengine.org/com/jme3/math/FastMath.html[FastMath Javadoc]
+See link:{link-javadoc}/com/jme3/math/FastMath.html[FastMath Javadoc]
 
 
 === Definition
@@ -537,7 +537,7 @@ There are five major categories of functions that FastMath provides.
 
 == Line
 
-See link:http://javadoc.jmonkeyengine.org/com/jme3/math/Line.html[Line Javadoc]
+See link:{link-javadoc}/com/jme3/math/Line.html[Line Javadoc]
 
 
 === Definition
@@ -565,7 +565,7 @@ Vector3f randomPoint = l.random();
 
 == Plane
 
-See link:http://javadoc.jmonkeyengine.org/com/jme3/math/Plane.html[Plane Javadoc]
+See link:{link-javadoc}/com/jme3/math/Plane.html[Plane Javadoc]
 
 
 === Definition
@@ -693,7 +693,7 @@ public class TestPlanes
 
 == Ray
 
-See link:http://javadoc.jmonkeyengine.org/com/jme3/math/Ray.html[Ray Javadoc]
+See link:{link-javadoc}/com/jme3/math/Ray.html[Ray Javadoc]
 
 
 === Definition
@@ -715,7 +715,7 @@ Ray ray = new Ray(cam.getLocation(), cam.getDirection());
 
 == Rectangle
 
-See link:http://javadoc.jmonkeyengine.org/com/jme3/math/Rectangle.html[Rectangle Javadoc]
+See link:{link-javadoc}/com/jme3/math/Rectangle.html[Rectangle Javadoc]
 
 
 === Definition
@@ -744,7 +744,7 @@ Vector3f point = r.random();
 
 == Triangle
 
-See link:http://javadoc.jmonkeyengine.org/com/jme3/math/Triangle.html[Triangle Javadoc]
+See link:{link-javadoc}/com/jme3/math/Triangle.html[Triangle Javadoc]
 
 
 === Definition

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

@@ -142,7 +142,7 @@ You can specify two rotations, and then have jme calculate (interpolate) the ste
 
 *  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:http://javadoc.jmonkeyengine.org/com/jme/math/TransformQuaternion.html[com.jme.math.TransformQuaternion]
+//**  link:{link-javadoc}/com/jme/math/TransformQuaternion.html[com.jme.math.TransformQuaternion]
 
 
 

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

@@ -394,7 +394,7 @@ Examples: Falling and rotating bricks in 3D Tetris.
 
 ==== Slerp
 
-Slerp is how we pronounce spherical linear interpolation when we are in a hurry. A slerp is an interpolated transformation that is used as a simple "`animation`" in 3D engines. You define a start and end state, and the slerp interpolates a constant-speed transition from one state to the other. You can play the motion, pause it at various percentages (values between 0.0 and 1.0), and play it backwards and forwards. link:http://javadoc.jmonkeyengine.org/com/jme3/math/Quaternion.html#slerp-com.jme3.math.Quaternion-com.jme3.math.Quaternion-float-[JavaDoc: slerp()]
+Slerp is how we pronounce spherical linear interpolation when we are in a hurry. A slerp is an interpolated transformation that is used as a simple "`animation`" in 3D engines. You define a start and end state, and the slerp interpolates a constant-speed transition from one state to the other. You can play the motion, pause it at various percentages (values between 0.0 and 1.0), and play it backwards and forwards. link:{link-javadoc}/com/jme3/math/Quaternion.html#slerp-com.jme3.math.Quaternion-com.jme3.math.Quaternion-float-[JavaDoc: slerp()]
 
 Example: A burning meteorite Geometry slerps from "`position p1, rotation r1, scale s1`" in the sky down to "`p2, r2, s2`" into a crater.