mitm001 5 yıl önce
ebeveyn
işleme
e6ce32961e

+ 5 - 9
docs/modules/ROOT/pages/jme3/advanced/walking_character.adoc

@@ -1,14 +1,10 @@
 = Walking Character
-:author:
-:revnumber:
-:revdate: 2016/03/17 20:48
+:revnumber: 2.0
+:revdate: 2020/07/15
 :keywords: documentation, physics, input, animation, character, NPC, collision
-:relfileprefix: ../../
-:imagesdir: ../..
-ifdef::env-github,env-browser[:outfilesuffix: .adoc]
 
 
-In the <<jme3/beginner/hello_collision#,Hello Collision>> tutorial and the link:https://github.com/jMonkeyEngine/jmonkeyengine/blob/master/jme3-examples/src/main/java/jme3test/bullet/TestQ3.java[TestQ3.java] code sample you have seen how to create collidable landscapes and walk around in a first-person perspective. The first-person camera is enclosed by a collision shape and is steered by the BetterCharacterControl.
+In the xref:tutorial:beginner/hello_collision.adoc[Hello Collision] tutorial and the link:https://github.com/jMonkeyEngine/jmonkeyengine/blob/master/jme3-examples/src/main/java/jme3test/bullet/TestQ3.java[TestQ3.java] code sample you have seen how to create collidable landscapes and walk around in a first-person perspective. The first-person camera is enclosed by a collision shape and is steered by the BetterCharacterControl.
 
 Other games however require a third-person perspective of the character: In these cases you use a CharacterControl on a Spatial. This example also shows how to set up custom navigation controls, so you can press WASD to make the third-person character walk; and how to implement dragging the mouse to rotate.
 
@@ -132,7 +128,7 @@ bulletAppState.getPhysicsSpace().add(myCharacter_phys);
 
 [IMPORTANT]
 ====
-The BulletPhysics CharacterControl only collides with "`real`" PhysicsControls (RigidBody). It does not detect collisions with other CharacterControls! If you need additional collision checks, add GhostControls to your characters and create a custom <<jme3/advanced/physics_listeners#,collision listener>> to respond.
+The BulletPhysics CharacterControl only collides with "`real`" PhysicsControls (RigidBody). It does not detect collisions with other CharacterControls! If you need additional collision checks, add GhostControls to your characters and create a custom xref:jme3/advanced/physics_listeners.adoc[collision listener] to respond.
 ====
 
 
@@ -200,7 +196,7 @@ public class WalkingCharacterDemo extends SimpleApplication
 
 To create a walking character:
 
-.  (Unless you already have it) Activate physics in the scene by adding a <<jme3/advanced/physics#,BulletAppState>>.
+.  (Unless you already have it) Activate physics in the scene by adding a xref:jme3/advanced/physics.adoc[BulletAppState].
 .  Init the scene by loading the game level model (terrain or floor/buildings), and giving the scene a MeshCollisionShape.
 .  Create the animated character:
 ..  Load an animated character model.