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fix links

mitm001 5 năm trước cách đây
mục cha
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e43cf65d56

+ 8 - 8
docs/modules/ROOT/pages/documentation.adoc

@@ -20,7 +20,7 @@ The link:http://hub.jmonkeyengine.org/[forum] is your first stop when reporting
 
 == Install
 
-Before installing, check the xref:bsd_license.adoc[license], xref:getting-started/features.adoc[features], and xref:jme3/requirements.adoc[requirements]. Then choose one of these options:
+Before installing, check the xref:bsd_license.adoc[license], xref:getting-started/features.adoc[features], and xref:getting-started/requirements.adoc[requirements]. Then choose one of these options:
 [cols="4", options="header"]
 |===
 
@@ -49,15 +49,15 @@ a|
 * xref:sdk:sdk.adoc[Using the SDK]
 * xref:sdk:project_creation.adoc[Project Creation]
 a|
-* xref:jme3/maven.adoc[Setting up jME3 with Maven and Gradle compatible IDEs]
-* xref:jme3/setting_up_netbeans_and_jme3.adoc[Setting up JME3 in the NetBeans IDE]
-* xref:jme3/setting_up_jme3_in_eclipse.adoc[Setting up JME3 in the Eclipse IDE]
+* xref:getting-started/maven.adoc[Setting up jME3 with Maven and Gradle compatible IDEs]
+* xref:getting-started/setting_up_netbeans_and_jme3.adoc[Setting up JME3 in the NetBeans IDE]
+* xref:getting-started/setting_up_jme3_in_eclipse.adoc[Setting up JME3 in the Eclipse IDE]
 a|
-* xref:jme3/build_from_sources.adoc[Building JME3 from the Sources]
-* xref:jme3/build_jme3_sources_with_netbeans.adoc[Building JME3 from the sources with NetBeans]
-* xref:jme3/simpleapplication_from_the_commandline.adoc[Setting up JME3 on the commandline]
+* xref:getting-started/build_from_sources.adoc[Building JME3 from the Sources]
+* xref:getting-started/build_jme3_sources_with_netbeans.adoc[Building JME3 from the sources with NetBeans]
+* xref:getting-started/simpleapplication_from_the_commandline.adoc[Setting up JME3 on the commandline]
 
-4+^a| xref:jme3/jme3_source_structure.adoc[Learn about the source structure]
+4+^a| xref:getting-started/jme3_source_structure.adoc[Learn about the source structure]
 
 |===
 

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

@@ -3,7 +3,7 @@
 :revdate: 2020/07/24
 
 
-See also: xref:jme3/requirements.adoc[requirements].
+See also: xref:getting-started/requirements.adoc[requirements].
 
 
 == Software Development Kit: jMonkeyEngine SDK

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

@@ -6,7 +6,7 @@
 
 For development with the jMonkeyEngine 3, we recommend to use the jMonkeyEngine SDK.
 
-Alternatively, you can use your favorite IDE: In this tutorial we show how to download and set up the latest nightly build of the jMonkeyEngine 3 for use with the Eclipse IDE. Instructions for xref:jme3/setting_up_netbeans_and_jme3.adoc[NetBeans IDE] are also available.
+Alternatively, you can use your favorite IDE: In this tutorial we show how to download and set up the latest nightly build of the jMonkeyEngine 3 for use with the Eclipse IDE. Instructions for xref:getting-started/setting_up_netbeans_and_jme3.adoc[NetBeans IDE] are also available.
 
 
 == Downloading jME3

+ 1 - 1
docs/modules/ROOT/pages/getting-started/setting_up_netbeans_and_jme3.adoc

@@ -6,7 +6,7 @@
 
 For development with the jMonkeyEngine 3, we recommend to use the jMonkeyEngine xref:sdk:sdk.adoc[SDK].
 
-Alternatively, you can use your favorite IDE: In this tutorial we show how to download and set up the latest nightly build of the jMonkeyEngine 3 for use with the NetBeans IDE. Instructions for xref:jme3/setting_up_jme3_in_eclipse.adoc[Eclipse] are also available.
+Alternatively, you can use your favorite IDE: In this tutorial we show how to download and set up the latest nightly build of the jMonkeyEngine 3 for use with the NetBeans IDE. Instructions for xref:getting-started/setting_up_jme3_in_eclipse.adoc[Eclipse] are also available.
 
 
 [IMPORTANT]

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

@@ -4,7 +4,7 @@
 :keywords: documentation, install
 
 
-Although we recommend the jMonkeyEngine xref:sdk:sdk.adoc[SDK] for developing JME3 games, you can use any IDE (integrated development environment) such as xref:jme3/setting_up_netbeans_and_jme3.adoc[NetBeans] or xref:jme3/setting_up_jme3_in_eclipse.adoc[Eclipse], and even work freely from the command-line. Here is a generic IDE-independent "`getting started`" tutorial.
+Although we recommend the jMonkeyEngine xref:sdk:sdk.adoc[SDK] for developing JME3 games, you can use any IDE (integrated development environment) such as xref:getting-started/setting_up_netbeans_and_jme3.adoc[NetBeans] or xref:getting-started/setting_up_jme3_in_eclipse.adoc[Eclipse], and even work freely from the command-line. Here is a generic IDE-independent "`getting started`" tutorial.
 
 
 == Installing the JME3 Framework

+ 1 - 1
docs/modules/core/pages/material/material_definitions.adoc

@@ -137,7 +137,7 @@ You can find these and other common code snippets in the jMonkeyEngine SDK Code
 
 == Creating a Custom Material Definition
 
-First read the xref:material/material_specification.adoc[developer specification of the jME3 material system (.j3md,.j3m)]. Also check out the xref:ROOT:jme3/build_from_sources.adoc[engine source code] and have a look at how some Material Definitions are implemented.
+First read the xref:material/material_specification.adoc[developer specification of the jME3 material system (.j3md,.j3m)]. Also check out the xref:ROOT:getting-started/build_from_sources.adoc[engine source code] and have a look at how some Material Definitions are implemented.
 
 You can create your own Material Definitions and place them in your project's `assets/MatDefs` directory.
 

+ 1 - 1
docs/modules/core/pages/material/materials_overview.adoc

@@ -7,7 +7,7 @@
 In jMonkeyEngine 3, colors and textures are represented as Material objects.
 
 *  All Geometries must have Materials. To improve performance, reuse Materials for similar models, don't create a new Material object for every Geometry. (E.g. use one bark Material for several tree models.)
-*  Each Material is based on one of jme3's default Material Definitions (.j3md files) that are included in the engine. Advanced users can create additional custom Material Definitions (see how it's done in the xref:ROOT:jme3/build_from_sources.adoc[jme3 sources]).
+*  Each Material is based on one of jme3's default Material Definitions (.j3md files) that are included in the engine. Advanced users can create additional custom Material Definitions (see how it's done in the xref:ROOT:getting-started/build_from_sources.adoc[jme3 sources]).
 
 
 [TIP]

+ 1 - 1
docs/modules/sdk/pages/use_own_jme.adoc

@@ -9,7 +9,7 @@ ifdef::env-github,env-browser[:outfilesuffix: .adoc]
 
 == How to integrate your own jME3 compile in jMonkeyEngine SDK projects
 
-.  xref:ROOT:jme3/build_jme3_sources_with_netbeans.adoc[Download jme3 project]
+.  xref:ROOT:getting-started/build_jme3_sources_with_netbeans.adoc[Download jme3 project]
 .  Make your changes
 .  Compile jme3 project
 .  Go to `menu:Tools[Libraries]`

+ 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:jme3/jme3_source_structure.adoc#physics,source structure>> page for details on how to add each library to your game.
+See the <<ROOT:getting-started/jme3_source_structure.adoc#physics,source structure>> page for details on how to add each library to your game.
 
 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.
 

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

@@ -6,7 +6,7 @@
 
 *Prerequisites:* This tutorial assumes that you have <<ROOT:documentation.adoc#install,downloaded the jMonkeyEngine SDK>>.
 
-In this tutorial series, we assume that you use the jMonkeyEngine xref:sdk:sdk.adoc[SDK]. As an intermediate or advanced Java developer, you will quickly see that, in general, you can develop jMonkeyEngine code in any integrated development environment (NetBeans IDE, Eclipse, IntelliJ) or even from the xref:ROOT:jme3/simpleapplication_from_the_commandline.adoc[command line].
+In this tutorial series, we assume that you use the jMonkeyEngine xref:sdk:sdk.adoc[SDK]. As an intermediate or advanced Java developer, you will quickly see that, in general, you can develop jMonkeyEngine code in any integrated development environment (NetBeans IDE, Eclipse, IntelliJ) or even from the xref:ROOT:getting-started/simpleapplication_from_the_commandline.adoc[command line].
 
 OK, let's get ready to create our first jMonkeyEngine3 application.