Browse Source

resolve the remaining javadoc errors

Stephen Gold 4 years ago
parent
commit
31e54c70af
24 changed files with 54 additions and 55 deletions
  1. 2 2
      jme3-android/src/main/java/com/jme3/app/AndroidHarness.java
  2. 4 4
      jme3-android/src/main/java/com/jme3/app/AndroidHarnessFragment.java
  3. 2 2
      jme3-android/src/main/java/com/jme3/app/state/VideoRecorderAppState.java
  4. 2 2
      jme3-android/src/main/java/com/jme3/input/android/AndroidInputHandler.java
  5. 2 2
      jme3-android/src/main/java/com/jme3/input/android/AndroidInputHandler14.java
  6. 2 2
      jme3-android/src/main/java/com/jme3/input/android/AndroidJoyInput.java
  7. 2 2
      jme3-android/src/main/java/com/jme3/input/android/AndroidJoyInput14.java
  8. 2 2
      jme3-desktop/src/main/java/com/jme3/app/state/VideoRecorderAppState.java
  9. 6 5
      jme3-desktop/src/main/java/com/jme3/system/NativeLibraryLoader.java
  10. 2 2
      jme3-effects/src/main/java/com/jme3/post/filters/CrossHatchFilter.java
  11. 3 3
      jme3-effects/src/main/java/com/jme3/post/filters/FXAAFilter.java
  12. 2 2
      jme3-effects/src/main/java/com/jme3/post/filters/PosterizationFilter.java
  13. 1 1
      jme3-examples/src/main/java/jme3test/bullet/TestPhysicsRayCast.java
  14. 2 2
      jme3-examples/src/main/java/jme3test/bullet/shape/TestGimpactShape.java
  15. 2 2
      jme3-examples/src/main/java/jme3test/renderer/TestBlendEquations.java
  16. 4 4
      jme3-jbullet/src/main/java/com/jme3/bullet/PhysicsSpace.java
  17. 3 3
      jme3-jbullet/src/main/java/com/jme3/bullet/objects/PhysicsRigidBody.java
  18. 2 2
      jme3-terrain/src/main/java/com/jme3/terrain/geomipmap/TerrainGrid.java
  19. 2 2
      jme3-terrain/src/main/java/com/jme3/terrain/heightmap/MidpointDisplacementHeightMap.java
  20. 1 3
      jme3-terrain/src/main/java/com/jme3/terrain/heightmap/ParticleDepositionHeightMap.java
  21. 1 1
      jme3-vr/src/main/java/com/jme3/app/VRApplication.java
  22. 1 1
      jme3-vr/src/main/java/com/jme3/input/vr/oculus/OculusVR.java
  23. 2 2
      jme3-vr/src/main/java/com/jme3/shadow/DirectionalLightShadowRendererVR.java
  24. 2 2
      jme3-vr/src/main/java/com/jme3/shadow/VRDirectionalLightShadowRenderer.java

+ 2 - 2
jme3-android/src/main/java/com/jme3/app/AndroidHarness.java

@@ -75,8 +75,8 @@ public class AndroidHarness extends Activity implements TouchListener, DialogInt
     protected int eglDepthBits = 16;
     protected int eglDepthBits = 16;
 
 
     /**
     /**
-     * Sets the number of samples to use for multisampling.</br>
-     * Leave 0 (default) to disable multisampling.</br>
+     * Sets the number of samples to use for multisampling.<br>
+     * Leave 0 (default) to disable multisampling.<br>
      * Set to 2 or 4 to enable multisampling.
      * Set to 2 or 4 to enable multisampling.
      */
      */
     protected int eglSamples = 0;
     protected int eglSamples = 0;

+ 4 - 4
jme3-android/src/main/java/com/jme3/app/AndroidHarnessFragment.java

@@ -1,5 +1,5 @@
 /*
 /*
- * Copyright (c) 2009-2020 jMonkeyEngine
+ * Copyright (c) 2009-2021 jMonkeyEngine
  * All rights reserved.
  * All rights reserved.
  *
  *
  * Redistribution and use in source and binary forms, with or without
  * Redistribution and use in source and binary forms, with or without
@@ -103,8 +103,8 @@ public class AndroidHarnessFragment extends Fragment implements
     protected int eglDepthBits = 16;
     protected int eglDepthBits = 16;
 
 
     /**
     /**
-     * Sets the number of samples to use for multisampling.</br>
-     * Leave 0 (default) to disable multisampling.</br>
+     * Sets the number of samples to use for multisampling.<br>
+     * Leave 0 (default) to disable multisampling.<br>
      * Set to 2 or 4 to enable multisampling.
      * Set to 2 or 4 to enable multisampling.
      */
      */
     protected int eglSamples = 0;
     protected int eglSamples = 0;
@@ -128,7 +128,7 @@ public class AndroidHarnessFragment extends Fragment implements
      * If the surfaceview is rectangular, the longest side (width or height)
      * If the surfaceview is rectangular, the longest side (width or height)
      * will have the resolution set to a maximum of maxResolutionDimension.
      * will have the resolution set to a maximum of maxResolutionDimension.
      * The other direction will be set to a value that maintains the aspect
      * The other direction will be set to a value that maintains the aspect
-     * ratio of the surfaceview. </br>
+     * ratio of the surfaceview. <br>
      * Any value less than 0 (default = -1) will result in the surfaceview having the
      * Any value less than 0 (default = -1) will result in the surfaceview having the
      * same resolution as the view layout (ie. no max resolution).
      * same resolution as the view layout (ie. no max resolution).
      */
      */

+ 2 - 2
jme3-android/src/main/java/com/jme3/app/state/VideoRecorderAppState.java

@@ -1,5 +1,5 @@
 /*
 /*
- * Copyright (c) 2009-2020 jMonkeyEngine
+ * Copyright (c) 2009-2021 jMonkeyEngine
  * All rights reserved.
  * All rights reserved.
  *
  *
  * Redistribution and use in source and binary forms, with or without
  * Redistribution and use in source and binary forms, with or without
@@ -55,7 +55,7 @@ import java.util.logging.Logger;
 
 
 /**
 /**
  * A Video recording AppState that records the screen output into an AVI file with
  * A Video recording AppState that records the screen output into an AVI file with
- * M-JPEG content. The file should be playable on any OS in any video player.<br/>
+ * M-JPEG content. The file should be playable on any OS in any video player.<br>
  * The video recording starts when the state is attached and stops when it is detached
  * The video recording starts when the state is attached and stops when it is detached
  * or the application is quit. You can set the fileName of the file to be written when the
  * or the application is quit. You can set the fileName of the file to be written when the
  * state is detached, else the old file will be overwritten. If you specify no file
  * state is detached, else the old file will be overwritten. If you specify no file

+ 2 - 2
jme3-android/src/main/java/com/jme3/input/android/AndroidInputHandler.java

@@ -1,5 +1,5 @@
 /*
 /*
- * Copyright (c) 2009-2012 jMonkeyEngine
+ * Copyright (c) 2009-2021 jMonkeyEngine
  * All rights reserved.
  * All rights reserved.
  *
  *
  * Redistribution and use in source and binary forms, with or without
  * Redistribution and use in source and binary forms, with or without
@@ -47,7 +47,7 @@ import java.util.logging.Logger;
 /**
 /**
  * <code>AndroidInput</code> is the main class that connects the Android system
  * <code>AndroidInput</code> is the main class that connects the Android system
  * inputs to jME. It receives the inputs from the Android View and passes them
  * inputs to jME. It receives the inputs from the Android View and passes them
- * to the appropriate classes based on the source of the input.</br>
+ * to the appropriate classes based on the source of the input.<br>
  * This class is to be extended when new functionality is released in Android.
  * This class is to be extended when new functionality is released in Android.
  *
  *
  * @author iwgeric
  * @author iwgeric

+ 2 - 2
jme3-android/src/main/java/com/jme3/input/android/AndroidInputHandler14.java

@@ -1,5 +1,5 @@
 /*
 /*
- * Copyright (c) 2009-2012 jMonkeyEngine
+ * Copyright (c) 2009-2021 jMonkeyEngine
  * All rights reserved.
  * All rights reserved.
  *
  *
  * Redistribution and use in source and binary forms, with or without
  * Redistribution and use in source and binary forms, with or without
@@ -41,7 +41,7 @@ import java.util.logging.Logger;
 
 
 /**
 /**
  * <code>AndroidInputHandler14</code> extends <code>AndroidInputHandler</code> to
  * <code>AndroidInputHandler14</code> extends <code>AndroidInputHandler</code> to
- * add the onHover and onGenericMotion events that where added in Android rev 14 (Android 4.0).</br>
+ * add the onHover and onGenericMotion events that where added in Android rev 14 (Android 4.0).<br>
  * The onGenericMotion events are the main interface to Joystick axes.  They
  * The onGenericMotion events are the main interface to Joystick axes.  They
  * were actually released in Android rev 12.
  * were actually released in Android rev 12.
  *
  *

+ 2 - 2
jme3-android/src/main/java/com/jme3/input/android/AndroidJoyInput.java

@@ -1,5 +1,5 @@
 /*
 /*
- * Copyright (c) 2009-2015 jMonkeyEngine
+ * Copyright (c) 2009-2021 jMonkeyEngine
  * All rights reserved.
  * All rights reserved.
  *
  *
  * Redistribution and use in source and binary forms, with or without
  * Redistribution and use in source and binary forms, with or without
@@ -51,7 +51,7 @@ import java.util.logging.Logger;
 /**
 /**
  * Main class that manages various joystick devices.  Joysticks can be many forms
  * Main class that manages various joystick devices.  Joysticks can be many forms
  * including a simulated joystick to communicate the device orientation as well
  * including a simulated joystick to communicate the device orientation as well
- * as physical gamepads. </br>
+ * as physical gamepads. <br>
  * This class manages all the joysticks and feeds the inputs from each back
  * This class manages all the joysticks and feeds the inputs from each back
  * to jME's InputManager.
  * to jME's InputManager.
  *
  *

+ 2 - 2
jme3-android/src/main/java/com/jme3/input/android/AndroidJoyInput14.java

@@ -1,5 +1,5 @@
 /*
 /*
- * Copyright (c) 2009-2015 jMonkeyEngine
+ * Copyright (c) 2009-2021 jMonkeyEngine
  * All rights reserved.
  * All rights reserved.
  *
  *
  * Redistribution and use in source and binary forms, with or without
  * Redistribution and use in source and binary forms, with or without
@@ -39,7 +39,7 @@ import java.util.logging.Logger;
 
 
 /**
 /**
  * <code>AndroidJoyInput14</code> extends <code>AndroidJoyInput</code>
  * <code>AndroidJoyInput14</code> extends <code>AndroidJoyInput</code>
- * to include support for physical joysticks/gamepads.</br>
+ * to include support for physical joysticks/gamepads.
  *
  *
  * @author iwgeric
  * @author iwgeric
  */
  */

+ 2 - 2
jme3-desktop/src/main/java/com/jme3/app/state/VideoRecorderAppState.java

@@ -1,5 +1,5 @@
 /*
 /*
- * Copyright (c) 2009-2020 jMonkeyEngine
+ * Copyright (c) 2009-2021 jMonkeyEngine
  * All rights reserved.
  * All rights reserved.
  *
  *
  * Redistribution and use in source and binary forms, with or without
  * Redistribution and use in source and binary forms, with or without
@@ -54,7 +54,7 @@ import java.util.logging.Logger;
 
 
 /**
 /**
  * A Video recording AppState that records the screen output into an AVI file with
  * A Video recording AppState that records the screen output into an AVI file with
- * M-JPEG content. The file should be playable on any OS in any video player.<br/>
+ * M-JPEG content. The file should be playable on any OS in any video player.<br>
  * The video recording starts when the state is attached and stops when it is detached
  * The video recording starts when the state is attached and stops when it is detached
  * or the application is quit. You can set the fileName of the file to be written when the
  * or the application is quit. You can set the fileName of the file to be written when the
  * state is detached, else the old file will be overwritten. If you specify no file
  * state is detached, else the old file will be overwritten. If you specify no file

+ 6 - 5
jme3-desktop/src/main/java/com/jme3/system/NativeLibraryLoader.java

@@ -1,5 +1,5 @@
 /*
 /*
- * Copyright (c) 2009-2019 jMonkeyEngine
+ * Copyright (c) 2009-2021 jMonkeyEngine
  * All rights reserved.
  * All rights reserved.
  *
  *
  * Redistribution and use in source and binary forms, with or without
  * Redistribution and use in source and binary forms, with or without
@@ -50,19 +50,19 @@ import java.util.logging.Logger;
  * using {@link #loadNativeLibrary(java.lang.String, boolean) }.
  * using {@link #loadNativeLibrary(java.lang.String, boolean) }.
  * <br>
  * <br>
  * Example:<br>
  * Example:<br>
- * <code><pre>
+ * <pre>
  * NativeLibraryLoader.registerNativeLibrary("mystuff", Platform.Windows32, "native/windows/mystuff.dll");
  * NativeLibraryLoader.registerNativeLibrary("mystuff", Platform.Windows32, "native/windows/mystuff.dll");
  * NativeLibraryLoader.registerNativeLibrary("mystuff", Platform.Windows64, "native/windows/mystuff64.dll");
  * NativeLibraryLoader.registerNativeLibrary("mystuff", Platform.Windows64, "native/windows/mystuff64.dll");
  * NativeLibraryLoader.registerNativeLibrary("mystuff", Platform.Linux32,   "native/linux/libmystuff.so");
  * NativeLibraryLoader.registerNativeLibrary("mystuff", Platform.Linux32,   "native/linux/libmystuff.so");
  * NativeLibraryLoader.registerNativeLibrary("mystuff", Platform.Linux64,   "native/linux/libmystuff64.so");
  * NativeLibraryLoader.registerNativeLibrary("mystuff", Platform.Linux64,   "native/linux/libmystuff64.so");
  * NativeLibraryLoader.registerNativeLibrary("mystuff", Platform.MacOSX32,  "native/macosx/libmystuff.jnilib");
  * NativeLibraryLoader.registerNativeLibrary("mystuff", Platform.MacOSX32,  "native/macosx/libmystuff.jnilib");
  * NativeLibraryLoader.registerNativeLibrary("mystuff", Platform.MacOSX64,  "native/macosx/libmystuff.jnilib");
  * NativeLibraryLoader.registerNativeLibrary("mystuff", Platform.MacOSX64,  "native/macosx/libmystuff.jnilib");
- * </pre></code>
+ * </pre>
  * <br>
  * <br>
  * This will register the library. Load it via: <br>
  * This will register the library. Load it via: <br>
- * <code><pre>
+ * <pre>
  * NativeLibraryLoader.loadNativeLibrary("mystuff", true);
  * NativeLibraryLoader.loadNativeLibrary("mystuff", true);
- * </pre></code>
+ * </pre>
  * It will load the right library automatically based on the platform.
  * It will load the right library automatically based on the platform.
  * 
  * 
  * @author Kirill Vainer
  * @author Kirill Vainer
@@ -246,6 +246,7 @@ public final class NativeLibraryLoader {
      * called <code>natives_&lt;hash&gt;</code> where &lt;hash&gt;
      * called <code>natives_&lt;hash&gt;</code> where &lt;hash&gt;
      * is computed automatically as the XOR of the classpath hash code
      * is computed automatically as the XOR of the classpath hash code
      * and the last modified date of this class.
      * and the last modified date of this class.
+     * </ul>
      * 
      * 
      * @return Path where natives will be extracted to.
      * @return Path where natives will be extracted to.
      */
      */

+ 2 - 2
jme3-effects/src/main/java/com/jme3/post/filters/CrossHatchFilter.java

@@ -1,5 +1,5 @@
 /*
 /*
- * Copyright (c) 2009-2019 jMonkeyEngine
+ * Copyright (c) 2009-2021 jMonkeyEngine
  * All rights reserved.
  * All rights reserved.
  *
  *
  * Redistribution and use in source and binary forms, with or without
  * Redistribution and use in source and binary forms, with or without
@@ -44,7 +44,7 @@ import com.jme3.renderer.ViewPort;
  * Try combining this with a cartoon edge filter to obtain manga style visuals.
  * Try combining this with a cartoon edge filter to obtain manga style visuals.
  *
  *
  * Based on an article from Geeks3D:
  * Based on an article from Geeks3D:
- *    <a href="http://www.geeks3d.com/20110219/shader-library-crosshatching-glsl-filter/" rel="nofollow">http://www.geeks3d.com/20110219/shader-library-crosshatching-glsl-filter/</a>
+ *    <a href="http://www.geeks3d.com/20110219/shader-library-crosshatching-glsl-filter/">http://www.geeks3d.com/20110219/shader-library-crosshatching-glsl-filter/</a>
  *
  *
  * @author Roy Straver a.k.a. Baal Garnaal
  * @author Roy Straver a.k.a. Baal Garnaal
  */
  */

+ 3 - 3
jme3-effects/src/main/java/com/jme3/post/filters/FXAAFilter.java

@@ -1,5 +1,5 @@
 /*
 /*
- * Copyright (c) 2009-2012 jMonkeyEngine
+ * Copyright (c) 2009-2021 jMonkeyEngine
  * All rights reserved.
  * All rights reserved.
  *
  *
  * Redistribution and use in source and binary forms, with or without
  * Redistribution and use in source and binary forms, with or without
@@ -38,8 +38,8 @@ import com.jme3.renderer.RenderManager;
 import com.jme3.renderer.ViewPort;
 import com.jme3.renderer.ViewPort;
 
 
 /**
 /**
- * <a href="http://www.geeks3d.com/20110405/fxaa-fast-approximate-anti-aliasing-demo-glsl-opengl-test-radeon-geforce/3/" rel="nofollow">http://www.geeks3d.com/20110405/fxaa-fast-approximate-anti-aliasing-demo-glsl-<span class="domtooltips" title="OpenGL (Open Graphics Library) is a standard specification defining a cross-language, cross-platform API for writing applications that produce 2D and 3D computer graphics." id="domtooltipsspan11">opengl</span>-test-radeon-geforce/3/</a>
- * <a href="http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf" rel="nofollow">http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf</a>
+ * <a href="http://www.geeks3d.com/20110405/fxaa-fast-approximate-anti-aliasing-demo-glsl-opengl-test-radeon-geforce/3/">demo</a>
+ * <a href="http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf">whitepaper</a>
  *
  *
  * @author Phate666 (adapted to jme3)
  * @author Phate666 (adapted to jme3)
  *
  *

+ 2 - 2
jme3-effects/src/main/java/com/jme3/post/filters/PosterizationFilter.java

@@ -1,5 +1,5 @@
 /*
 /*
- * Copyright (c) 2009-2018 jMonkeyEngine
+ * Copyright (c) 2009-2021 jMonkeyEngine
  * All rights reserved.
  * All rights reserved.
  *
  *
  * Redistribution and use in source and binary forms, with or without
  * Redistribution and use in source and binary forms, with or without
@@ -45,7 +45,7 @@ import com.jme3.renderer.ViewPort;
  * to give nice results.
  * to give nice results.
  *
  *
  * Based on an article from Geeks3D:
  * Based on an article from Geeks3D:
- *    <a href="http://www.geeks3d.com/20091027/shader-library-posterization-post-processing-effect-glsl/" rel="nofollow">http://www.geeks3d.com/20091027/shader-library-posterization-post-processing-effect-glsl/</a>
+ *    <a href="http://www.geeks3d.com/20091027/shader-library-posterization-post-processing-effect-glsl/">http://www.geeks3d.com/20091027/shader-library-posterization-post-processing-effect-glsl/</a>
  *
  *
  * @author Roy Straver a.k.a. Baal Garnaal
  * @author Roy Straver a.k.a. Baal Garnaal
  */
  */

+ 1 - 1
jme3-examples/src/main/java/jme3test/bullet/TestPhysicsRayCast.java

@@ -15,7 +15,7 @@ import java.util.List;
 
 
 /**
 /**
  *
  *
- * @author @wezrule
+ * @author wezrule
  */
  */
 public class TestPhysicsRayCast extends SimpleApplication {
 public class TestPhysicsRayCast extends SimpleApplication {
 
 

+ 2 - 2
jme3-examples/src/main/java/jme3test/bullet/shape/TestGimpactShape.java

@@ -1,5 +1,5 @@
 /*
 /*
- * Copyright (c) 2009-2019 jMonkeyEngine
+ * Copyright (c) 2009-2021 jMonkeyEngine
  * All rights reserved.
  * All rights reserved.
  *
  *
  * Redistribution and use in source and binary forms, with or without
  * Redistribution and use in source and binary forms, with or without
@@ -80,7 +80,7 @@ import jme3test.bullet.PhysicsTestHelper;
  * eventually, generally a larger scales for this test.
  * eventually, generally a larger scales for this test.
  * </li>
  * </li>
  * <li>
  * <li>
- * Some shapes such as PQTorus & signpost never go inactive at larger scales for both Native and JBullet (test
+ * Some shapes such as PQTorus and signpost never go inactive at larger scales for both Native and JBullet (test
  * at 1.5 and 1.9 scale)
  * at 1.5 and 1.9 scale)
  * </li>
  * </li>
  * </ol>
  * </ol>

+ 2 - 2
jme3-examples/src/main/java/jme3test/renderer/TestBlendEquations.java

@@ -1,5 +1,5 @@
 /*
 /*
- * Copyright (c) 2009-2020 jMonkeyEngine
+ * Copyright (c) 2009-2021 jMonkeyEngine
  * All rights reserved.
  * All rights reserved.
  *
  *
  * Redistribution and use in source and binary forms, with or without
  * Redistribution and use in source and binary forms, with or without
@@ -44,7 +44,7 @@ import com.jme3.scene.Spatial;
 import com.jme3.scene.shape.Quad;
 import com.jme3.scene.shape.Quad;
 
 
 /**
 /**
- * This test demonstrates the usage of customized blend equations and factors on a material.<br/>
+ * This test demonstrates the usage of customized blend equations and factors on a material.<br>
  * Customized blend equations and factors always requires {@link com.jme3.material.RenderState.BlendMode#Custom}.
  * Customized blend equations and factors always requires {@link com.jme3.material.RenderState.BlendMode#Custom}.
  *
  *
  * @author the_Minka
  * @author the_Minka

+ 4 - 4
jme3-jbullet/src/main/java/com/jme3/bullet/PhysicsSpace.java

@@ -1,5 +1,5 @@
 /*
 /*
- * Copyright (c) 2009-2020 jMonkeyEngine
+ * Copyright (c) 2009-2021 jMonkeyEngine
  * All rights reserved.
  * All rights reserved.
  *
  *
  * Redistribution and use in source and binary forms, with or without
  * Redistribution and use in source and binary forms, with or without
@@ -182,7 +182,7 @@ public class PhysicsSpace {
     private com.bulletphysics.linearmath.Transform sweepTrans2 = new com.bulletphysics.linearmath.Transform(new javax.vecmath.Matrix3f());
     private com.bulletphysics.linearmath.Transform sweepTrans2 = new com.bulletphysics.linearmath.Transform(new javax.vecmath.Matrix3f());
 
 
     /**
     /**
-     * Get the current PhysicsSpace <b>running on this thread</b><br/>
+     * Get the current PhysicsSpace <b>running on this thread</b><br>
      * For parallel physics, this can also be called from the OpenGL thread to receive the PhysicsSpace
      * For parallel physics, this can also be called from the OpenGL thread to receive the PhysicsSpace
      * @return the PhysicsSpace running on this thread
      * @return the PhysicsSpace running on this thread
      */
      */
@@ -791,7 +791,7 @@ public class PhysicsSpace {
     }
     }
 
 
     /**
     /**
-     * Performs a sweep collision test and returns the results as a list of PhysicsSweepTestResults<br/>
+     * Performs a sweep collision test and returns the results as a list of PhysicsSweepTestResults<br>
      * You have to use different Transforms for start and end (at least distance greater than 0.4f).
      * You have to use different Transforms for start and end (at least distance greater than 0.4f).
      * SweepTest will not see a collision if it starts INSIDE an object and is moving AWAY from its center.
      * SweepTest will not see a collision if it starts INSIDE an object and is moving AWAY from its center.
      */
      */
@@ -807,7 +807,7 @@ public class PhysicsSpace {
     }
     }
 
 
     /**
     /**
-     * Performs a sweep collision test and returns the results as a list of PhysicsSweepTestResults<br/>
+     * Performs a sweep collision test and returns the results as a list of PhysicsSweepTestResults<br>
      * You have to use different Transforms for start and end (at least distance greater than 0.4f).
      * You have to use different Transforms for start and end (at least distance greater than 0.4f).
      * SweepTest will not see a collision if it starts INSIDE an object and is moving AWAY from its center.
      * SweepTest will not see a collision if it starts INSIDE an object and is moving AWAY from its center.
      */
      */

+ 3 - 3
jme3-jbullet/src/main/java/com/jme3/bullet/objects/PhysicsRigidBody.java

@@ -1,5 +1,5 @@
 /*
 /*
- * Copyright (c) 2009-2020 jMonkeyEngine
+ * Copyright (c) 2009-2021 jMonkeyEngine
  * All rights reserved.
  * All rights reserved.
  *
  *
  * Redistribution and use in source and binary forms, with or without
  * Redistribution and use in source and binary forms, with or without
@@ -308,7 +308,7 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
     }
     }
 
 
     /**
     /**
-     * Sets the amount of motion that has to happen in one physics tick to trigger the continuous motion detection<br/>
+     * Sets the amount of motion that has to happen in one physics tick to trigger the continuous motion detection<br>
      * This avoids the problem of fast objects moving through other objects, set to zero to disable (default)
      * This avoids the problem of fast objects moving through other objects, set to zero to disable (default)
      * @param threshold
      * @param threshold
      */
      */
@@ -367,7 +367,7 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
     }
     }
 
 
     /**
     /**
-     * Set the local gravity of this PhysicsRigidBody<br/>
+     * Set the local gravity of this PhysicsRigidBody<br>
      * Set this after adding the node to the PhysicsSpace,
      * Set this after adding the node to the PhysicsSpace,
      * the PhysicsSpace assigns its current gravity to the physics node when its added.
      * the PhysicsSpace assigns its current gravity to the physics node when its added.
      * @param gravity the gravity vector to set
      * @param gravity the gravity vector to set

+ 2 - 2
jme3-terrain/src/main/java/com/jme3/terrain/geomipmap/TerrainGrid.java

@@ -1,5 +1,5 @@
 /*
 /*
- * Copyright (c) 2009-2020 jMonkeyEngine
+ * Copyright (c) 2009-2021 jMonkeyEngine
  * All rights reserved.
  * All rights reserved.
  *
  *
  * Redistribution and use in source and binary forms, with or without
  * Redistribution and use in source and binary forms, with or without
@@ -61,7 +61,7 @@ import java.util.logging.Logger;
 
 
 /**
 /**
  * <p>
  * <p>
- * TerrainGrid itself is an actual TerrainQuad. Its four children are the visible four tiles.</p>
+ * TerrainGrid itself is an actual TerrainQuad. Its four children are the visible four tiles.
  * </p><p>
  * </p><p>
  * The grid is indexed by cells. Each cell has an integer XZ coordinate originating at 0,0.
  * The grid is indexed by cells. Each cell has an integer XZ coordinate originating at 0,0.
  * TerrainGrid will piggyback on the TerrainLodControl so it can use the camera for its
  * TerrainGrid will piggyback on the TerrainLodControl so it can use the camera for its

+ 2 - 2
jme3-terrain/src/main/java/com/jme3/terrain/heightmap/MidpointDisplacementHeightMap.java

@@ -1,5 +1,5 @@
 /*
 /*
- * Copyright (c) 2009-2020 jMonkeyEngine
+ * Copyright (c) 2009-2021 jMonkeyEngine
  * All rights reserved.
  * All rights reserved.
  *
  *
  * Redistribution and use in source and binary forms, with or without
  * Redistribution and use in source and binary forms, with or without
@@ -102,7 +102,7 @@ public class MidpointDisplacementHeightMap extends AbstractHeightMap {
      *          The factor by which the range will evolve at each iteration.
      *          The factor by which the range will evolve at each iteration.
      *          A value of 0.5f will halve the range at each iteration and is
      *          A value of 0.5f will halve the range at each iteration and is
      *          typically a good choice
      *          typically a good choice
-     * @throws JMException if size is not a power of two plus one.
+     * @throws IllegalArgumentException if size is not a power of two plus one.
      */
      */
     public MidpointDisplacementHeightMap(int size, float range, float persistence) throws Exception {
     public MidpointDisplacementHeightMap(int size, float range, float persistence) throws Exception {
         this(size, range, persistence, new Random().nextLong());
         this(size, range, persistence, new Random().nextLong());

+ 1 - 3
jme3-terrain/src/main/java/com/jme3/terrain/heightmap/ParticleDepositionHeightMap.java

@@ -1,5 +1,5 @@
 /*
 /*
- * Copyright (c) 2009-2020 jMonkeyEngine
+ * Copyright (c) 2009-2021 jMonkeyEngine
  * All rights reserved.
  * All rights reserved.
  *
  *
  * Redistribution and use in source and binary forms, with or without
  * Redistribution and use in source and binary forms, with or without
@@ -374,8 +374,6 @@ public class ParticleDepositionHeightMap extends AbstractHeightMap {
      * <code>setMaxParticles</code> sets the maximum number of particles
      * <code>setMaxParticles</code> sets the maximum number of particles
      * for a single jump.
      * for a single jump.
      * @param maxParticles the maximum number of particles for a single jump.
      * @param maxParticles the maximum number of particles for a single jump.
-     * @throws Exception if maxParticles is negative or less than
-     *              the current number of minParticles.
      */
      */
     public void setMaxParticles(int maxParticles) {
     public void setMaxParticles(int maxParticles) {
         this.maxParticles = maxParticles;
         this.maxParticles = maxParticles;

+ 1 - 1
jme3-vr/src/main/java/com/jme3/app/VRApplication.java

@@ -394,7 +394,7 @@ public abstract class VRApplication implements Application, SystemListener {
 
 
     
     
     /**
     /**
-        we do NOT want to get & modify the distortion scene camera, so
+        we do NOT want to get and modify the distortion scene camera, so
         return the left viewport camera instead if we are in VR mode
         return the left viewport camera instead if we are in VR mode
     */
     */
     @Override
     @Override

+ 1 - 1
jme3-vr/src/main/java/com/jme3/input/vr/oculus/OculusVR.java

@@ -29,7 +29,7 @@ import static org.lwjgl.system.MemoryUtil.*;
  * A few notes about the Oculus coordinate system:
  * A few notes about the Oculus coordinate system:
  * <ul>
  * <ul>
  * <li>Matrices should be transposed</li>
  * <li>Matrices should be transposed</li>
- * <li>Quaternions should be inverted<li/>
+ * <li>Quaternions should be inverted</li>
  * <li>Vectors should have their X and Z axes flipped, but apparently not Y.</li>
  * <li>Vectors should have their X and Z axes flipped, but apparently not Y.</li>
  * </ul>
  * </ul>
  *
  *

+ 2 - 2
jme3-vr/src/main/java/com/jme3/shadow/DirectionalLightShadowRendererVR.java

@@ -1,7 +1,7 @@
 package com.jme3.shadow;
 package com.jme3.shadow;
 
 
 /*
 /*
- * Copyright (c) 2009-2020 jMonkeyEngine
+ * Copyright (c) 2009-2021 jMonkeyEngine
  * All rights reserved.
  * All rights reserved.
  *
  *
  * Redistribution and use in source and binary forms, with or without
  * Redistribution and use in source and binary forms, with or without
@@ -58,7 +58,7 @@ import java.io.IOException;
  * the shadow map.<br> This results in a better quality shadow than standard
  * the shadow map.<br> This results in a better quality shadow than standard
  * shadow mapping.<br> for more informations on this read this <a
  * shadow mapping.<br> for more informations on this read this <a
  * href="http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html">http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html</a><br>
  * href="http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html">http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html</a><br>
- * <p/>
+ *
  * @author Rémy Bouquet aka Nehon
  * @author Rémy Bouquet aka Nehon
  * @author reden - phr00t - https://github.com/phr00t
  * @author reden - phr00t - https://github.com/phr00t
  * @author Julien Seinturier - COMEX SA - <a href="http://www.seinturier.fr">http://www.seinturier.fr</a>
  * @author Julien Seinturier - COMEX SA - <a href="http://www.seinturier.fr">http://www.seinturier.fr</a>

+ 2 - 2
jme3-vr/src/main/java/com/jme3/shadow/VRDirectionalLightShadowRenderer.java

@@ -1,5 +1,5 @@
 /*
 /*
- * Copyright (c) 2009-2018 jMonkeyEngine
+ * Copyright (c) 2009-2021 jMonkeyEngine
  * All rights reserved.
  * All rights reserved.
  *
  *
  * Redistribution and use in source and binary forms, with or without
  * Redistribution and use in source and binary forms, with or without
@@ -42,7 +42,7 @@ import com.jme3.shadow.DirectionalLightShadowRenderer;
  * the shadow map.<br> This results in a better quality shadow than standard
  * the shadow map.<br> This results in a better quality shadow than standard
  * shadow mapping.<br> for more informations on this read this <a
  * shadow mapping.<br> for more informations on this read this <a
  * href="http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html">http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html</a><br>
  * href="http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html">http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html</a><br>
- * <p/>
+ *
  * @author Rémy Bouquet aka Nehon
  * @author Rémy Bouquet aka Nehon
  */
  */
 public class VRDirectionalLightShadowRenderer extends DirectionalLightShadowRenderer {
 public class VRDirectionalLightShadowRenderer extends DirectionalLightShadowRenderer {