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Update hello_node.adoc

Set column width on the Geometry table to 10,45,45 to make more readable.
Cleaned up Rotations Turns Spatial table to prepare for column width formatting which will make table more readable.
mitm001 9 лет назад
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df01a9260b
1 измененных файлов с 7 добавлено и 7 удалено
  1. 7 7
      src/docs/asciidoc/jme3/beginner/hello_node.adoc

+ 7 - 7
src/docs/asciidoc/jme3/beginner/hello_node.adoc

@@ -118,7 +118,7 @@ Every JME3 application has a rootNode: Your game automatically inherits the `roo
 *  A Spatial can be loaded, transformed, and saved.
 *  A Spatial can be loaded, transformed, and saved.
 *  There are two types of Spatials: Nodes and Geometries.
 *  There are two types of Spatials: Nodes and Geometries.
 
 
-[cols="3", options="header"]
+[cols="10,45,45", options="header"]
 |===
 |===
 
 
 <a|  
 <a|  
@@ -353,9 +353,9 @@ a|width
 |===
 |===
 
 
 a| Rotation turns Spatials 
 a| Rotation turns Spatials 
-a| X-axis 
-a| Y-axis 
-a| Z-axis 
+a| X-axis (Pitch)
+a| Y-axis (Yaw)
+a| Z-axis (Roll)
 
 
 a|3-D rotation is a bit tricky (<<jme3/rotate#,learn details here>>). In short: You can rotate around three axes: Pitch, yaw, and roll. You can specify angles in degrees by multiplying the degrees value with `FastMath.DEG_TO_RAD`. +
 a|3-D rotation is a bit tricky (<<jme3/rotate#,learn details here>>). In short: You can rotate around three axes: Pitch, yaw, and roll. You can specify angles in degrees by multiplying the degrees value with `FastMath.DEG_TO_RAD`. +
 To roll an object 180° around the z axis: 
 To roll an object 180° around the z axis: 
@@ -372,9 +372,9 @@ thing.setLocalRotation(
   new Quaternion().fromAngleAxis(180*FastMath.DEG_TO_RAD, new Vector3f(1,0,0)));
   new Quaternion().fromAngleAxis(180*FastMath.DEG_TO_RAD, new Vector3f(1,0,0)));
 ----
 ----
 
 
-a|pitch = nodding your head
-a|yaw = shaking your head
-a|roll = cocking your head
+a|nodding your head
+a|shaking your head
+a|cocking your head
 
 
 |===
 |===