mitm001 5 年 前
コミット
fc62b99b68

+ 1 - 1
docs/modules/ROOT/pages/jme3/advanced/animation.adoc

@@ -14,7 +14,7 @@ In 3D games, you do not only load static 3D models, you also want to be able to
 
 JME3 only loads and plays animated models, it does not create them.
 
-What is required for an animated model? (<<jme3/terminology#Animation,See also: Animation terminology>>)
+What is required for an animated model? (xref:tutorials:intermediate/terminology.adoc#animation[See also: Animation terminology]
 
 .  For each model, you have to segment the model into a skeleton (*bone rigging*).
 .  For each motion, you have to specify how the animation distorts parts of the model (*skinning*).

+ 8 - 8
docs/modules/ROOT/pages/jme3/advanced/shape.adoc

@@ -1,6 +1,6 @@
 = Shapes
-:author: 
-:revnumber: 
+:author:
+:revnumber:
 :revdate: 2016/03/17 20:48
 :keywords: spatial, node, mesh, geometry, scenegraph
 :relfileprefix: ../../
@@ -18,7 +18,7 @@ The simplest type of Meshes are the built-in JME Shapes. You can create Shapes w
 --
 [.right.text-left]
 image::jme3/advanced/box.png[box.png,width="108",height=""]
-*  com.jme3.scene.shape.Box – A cube or cuboid. Single-sided Quad faces (outside only). 
+*  com.jme3.scene.shape.Box – A cube or cuboid. Single-sided Quad faces (outside only).
 *  com.jme3.scene.shape.StripBox – A cube or cuboid. Solid filled faces (inside and outside).
 --
 
@@ -33,7 +33,7 @@ image::jme3/advanced/cylinder.png[cylinder.png,width="108",height=""]
 --
 [.right.text-left]
 image::jme3/advanced/sphere.png[sphere.png,width="108",height=""]
-*  com.jme3.scene.shape.Sphere – A ball or elipsoid. 
+*  com.jme3.scene.shape.Sphere – A ball or elipsoid.
 --
 
 [.float-group]
@@ -47,14 +47,14 @@ image::jme3/advanced/dome.png[dome.png,width="108",height=""]
 --
 [.right.text-left]
 image::jme3/advanced/cone.png[cone.png,width="108",height=""]
-*  For a cone, set the Dome's radialSamples&gt;4 and planes=2. 
+*  For a cone, set the Dome's radialSamples&gt;4 and planes=2.
 --
 
 [.float-group]
 --
 [.right.text-left]
 image::jme3/advanced/pyramid.png[pyramid.png,width="108",height=""]
-*  For a pyramid, set the Dome's radialSamples=4 and planes=2. 
+*  For a pyramid, set the Dome's radialSamples=4 and planes=2.
 --
 
 [.float-group]
@@ -176,7 +176,7 @@ Use one of the above examples together with the following geometry in a scene:
 ----
 
 Geometry geom = new Geometry("A shape", mesh); // wrap shape into geometry
-Material mat = new Material(assetManager,      
+Material mat = new Material(assetManager,
     "Common/MatDefs/Misc/ShowNormals.j3md");   // create material
 geom.setMaterial(mat);                         // assign material to geometry
 // if you want, transform (move, rotate, scale) the geometry.
@@ -187,4 +187,4 @@ rootNode.attachChild(geom);                    // attach geometry to a node
 
 == See also
 
-* <<jme3/intermediate/optimization#,Optimization>> – The GeometryBatchFactory class combines several of your shapes with the same texture into one mesh with one texture.
+* xref:tutorials:intermediate/optimization.adoc[Optimization] – The GeometryBatchFactory class combines several of your shapes with the same texture into one mesh with one texture.

+ 1 - 1
docs/modules/ROOT/pages/jme3/advanced/spatial.adoc

@@ -12,7 +12,7 @@ This is an introduction to the concept of Spatials, the elements of the 3D scene
 
 The rootNode is the central element of the scene graph. Even if the scene graph is empty, it always contains at least the rootNode. We _attach_ Spatials to the rootNode. Attached Spatials are always in a _parent-child relationship_. Every time you attach a Spatial to something, it is implicitly detached from its previous parent. A Spatial can have only one parent. A Spatial can have several children.
 
-If you think you need to understand the scene graph concept better, please read <<jme3/scenegraph_for_dummies#,Scenegraph for dummies>> first.
+If you think you need to understand the scene graph concept better, please read xref:tutorials:intermediate/scenegraph_for_dummies.adoc[Scenegraph for dummies] first.
 
 
 == Node versus Geometry

+ 1 - 1
docs/modules/ROOT/pages/jme3/matrix.adoc

@@ -112,7 +112,7 @@ jME includes two types of Matrix classes: Matrix3f and Matrix4f. Matrix3f is a 3
 
 === Transformations
 
-Multiplying a <<jme3/terminology#vectors,Vector>> with a Matrix allows the Vector to be transformed. Either rotating, scaling or translating that Vector.
+Multiplying a xref:tutorials:intermediate/terminology.adoc#vectors[Vector] with a Matrix allows the Vector to be transformed. Either rotating, scaling or translating that Vector.
 
 
 ==== Scaling

+ 2 - 2
docs/modules/ROOT/pages/jme3/quaternion.adoc

@@ -82,7 +82,7 @@ s.getLocalRotation().fromAngles(angles);
 
 === Three Axes
 
-If you have three axes that define your rotation, where the axes define the left axis, up axis and directional axis respectively) you can make use of `fromAxes` to generate the Quaternion. It should be noted that this will generate a new <<jme3/matrix#,Matrix>> object that is then garbage collected, thus, this method should not be used if it will be called many times. Again, `toAxes` will populate a <<jme3/terminology#vectors,Vector3f>> array.
+If you have three axes that define your rotation, where the axes define the left axis, up axis and directional axis respectively) you can make use of `fromAxes` to generate the Quaternion. It should be noted that this will generate a new <<jme3/matrix#,Matrix>> object that is then garbage collected, thus, this method should not be used if it will be called many times. Again, `toAxes` will populate a xref:tutorials:intermediate/terminology.adoc#vectors[Vector3f] array.
 
 
 ==== Example - Rotate a Spatial Using fromAxes
@@ -103,7 +103,7 @@ s.getLocalRotation().fromAxes(axes);
 
 === Rotation Matrix
 
-Commonly you might find yourself with a <<jme3/matrix#,Matrix>> defining a <<jme3/rotate#toolbar,rotation>>. In fact, it's very common to contain a rotation in a Matrix, create a Quaternion, rotate the Quaternion, and then get the Matrix back. Quaternion contains a `fromRotationMatrix` method that will create the appropriate Quaternion based on the given Matrix. The `toRotationMatrix` will populate a given Matrix.
+Commonly you might find yourself with a <<jme3/matrix#,Matrix>> defining a xref:tutorials:rotate.adoc#toolbar[rotation]. In fact, it's very common to contain a rotation in a Matrix, create a Quaternion, rotate the Quaternion, and then get the Matrix back. Quaternion contains a `fromRotationMatrix` method that will create the appropriate Quaternion based on the given Matrix. The `toRotationMatrix` will populate a given Matrix.
 
 
 ==== Example - Rotate a Spatial Using a Rotation Matrix

+ 1 - 1
docs/modules/ROOT/pages/jme3/the_scene_graph.adoc

@@ -6,7 +6,7 @@
 
 Before you start making games, make sure you understand general xref:tutorials:terminology.adoc[3D Graphics terminology].
 
-Second, if you are a beginner, we recommend our xref:tutorials:scenegraph_for_dummies.adoc[Scene Graph for Dummies] presentation for a visual introduction to the concept of a scene graph.
+Second, if you are a beginner, we recommend our xref:tutorials:intermediate/scenegraph_for_dummies.adoc[Scene Graph for Dummies] presentation for a visual introduction to the concept of a scene graph.
 
 Then continue learning about jME3 concepts here.