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add patial

mitm001 5 years ago
parent
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dbf42bbf80

+ 4 - 6
docs/modules/ROOT/pages/getting-started/build_from_sources.adoc

@@ -6,7 +6,7 @@
 
 == Foreword
 
-Please understand that this tutorial gives you access to the latest development release of the engine. Whilst many developers use this release to work with, it is by definition still being developed. Expect bleeding edge implementations to need work. If you don’t want that kind of hassle, please use the <<jme3/maven#,stable releases>>.
+Please understand that this tutorial gives you access to the latest development release of the engine. Whilst many developers use this release to work with, it is by definition still being developed. Expect bleeding edge implementations to need work. If you don’t want that kind of hassle, please use the xref:getting-started/maven.adoc[stable releases].
 
 
 == Build jMonkeyEngine from Github source.
@@ -86,11 +86,9 @@ dependencies {
 }
 ----
 
-//For a detailed description of the created jar files see <<jme3/jme3_source_structure#structure_of_jmonkeyengine3_jars,this list>>.
-
-'''
+include::partial$source-structure-link.adoc[]
 
 Learn more about:
 
-*  <<jme3/simpleapplication_from_the_commandline#,Setting up JME3 on the commandline (generic)>>.
-*  <<jme3/build_jme3_sources_with_netbeans#,Building JME3 from the sources with NetBeans>>
+*  xref:getting-started/simpleapplication_from_the_commandline.adoc[Setting up JME3 on the commandline (generic)].
+*  xref:getting-started/build_jme3_sources_with_netbeans.adoc[Building JME3 from the sources with NetBeans]

+ 1 - 1
docs/modules/ROOT/pages/getting-started/build_jme3_sources_with_netbeans.adoc

@@ -122,7 +122,7 @@ Look into the `Subprojects` node and confirm that the subprojects cloned:
 *  jme3-testdata
 *  jme3-vr
 
-For a detailed description of the separate jar files see <<jme3/jme3_source_structure#structure_of_jmonkeyengine3_jars,this list>>.
+include::partial$source-structure-link.adoc[]
 
 
 == Build the Project and Run a Sample App

+ 1 - 1
docs/modules/ROOT/pages/getting-started/setting_up_jme3_in_eclipse.adoc

@@ -38,7 +38,7 @@ Your project depends on the jMonkeyEngine libraries and needs to know where they
 .  In the "`JAR`" selection dialog, browse to the `$HOME/jME3.2-stable` directory.
 .  Select all JARs in the `lib` directory and click Open.
 
-All necessary JAR libraries are now on the classpath and should appear in the Referenced Libraries list. For a detailed description of the separate jar files see xref:jme3/jme3_source_structure#structure_of_jmonkeyengine3_jars,this list].
+All necessary JAR libraries are now on the classpath and should appear in the Referenced Libraries list. include::partial$source-structure-link.adoc[]
 
 
 == Setting up Assets

+ 2 - 2
docs/modules/ROOT/pages/getting-started/simpleapplication_from_the_commandline.adoc

@@ -105,7 +105,7 @@ dependencies {
 
 ----
 
-For a detailed description of the separate jar files see xref:jme3/jme3_source_structure#structure_of_jmonkeyengine3_jars,this list].
+include::partial$source-structure-link.adoc[]
 
 That's it, you're done. After the clone, you will have a project that contains a source package with a default blue cube JME3 app and a subproject that has the proper asset directory structure for your assets.
 
@@ -162,7 +162,7 @@ mkdir HelloJME3/src/mygame
 
 == Libraries
 
-Next you copy the necessary JAR libraries from the download to your project. You only have to do this set of steps once every time you download a new JME3 build. For a detailed description of the separate jar files see xref:jme3/jme3_source_structure#structure_of_jmonkeyengine3_jars,this list].
+Next you copy the necessary JAR libraries from the download to your project. You only have to do this set of steps once every time you download a new JME3 build. include::partial$source-structure-link.adoc[]
 
 [source]
 ----

+ 1 - 0
docs/modules/ROOT/partials/source-structure-link.adoc

@@ -0,0 +1 @@
+For a detailed description of the separate jar files see <<getting-started/jme3_source_structure.adoc#structure-of-jmonkeyengine3-jars,this list>>.

+ 1 - 1
docs/modules/tutorials/pages/beginner/hello_collision.adoc

@@ -268,7 +268,7 @@ As usual, you initialize the game in the `simpleInitApp()` method.
 
 Currently, jMonkeyEngine has two versions of link:https://pybullet.org/wordpress/[Bullet Physics]. A java port, link:http://jbullet.advel.cz/[jBullet], and link:https://en.wikipedia.org/wiki/Java_Native_Interface[JNI] (native) implementation. Although both accomplish the same goal of adding physics to your game, how you interact with each is quite different. This tutorial and it's examples use the JNI (native) implementation of physics. Which you choose is up to you.
 
-See the <<ROOT:getting-started/jme3_source_structure.adoc#physics,source structure>> page for details on how to add each library to your game.
+include::partial$source-structure-link.adoc[]
 
 How you initialize each is the same, only the methods used for manipulating objects is different. The first thing you do in every physics game is create a BulletAppState object. It gives you access to the jME3 Bullet integration which handles physical forces and collisions.