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AnimationFactory: correct typos in comments

Stephen Gold 4 роки тому
батько
коміт
40cbce757c

+ 22 - 22
jme3-core/src/main/java/com/jme3/animation/AnimationFactory.java

@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2009-2020 jMonkeyEngine
+ * Copyright (c) 2009-2021 jMonkeyEngine
  * All rights reserved.
  *
  * Redistribution and use in source and binary forms, with or without
@@ -37,25 +37,25 @@ import com.jme3.math.Transform;
 import com.jme3.math.Vector3f;
 
 /**
- * A convenience class to easily setup a spatial keyframed animation
- * you can add some keyFrames for a given time or a given keyFrameIndex, for translation rotation and scale.
- * The animationHelper will then generate an appropriate SpatialAnimation by interpolating values between the keyFrames.
+ * A convenience class to easily set up a spatial keyframe animation.
+ * You can add some keyFrames for a given time or a given keyFrameIndex, for translation, rotation, and scale.
+ * The animationFactory will then generate an appropriate SpatialAnimation by interpolating values between the keyFrames.
  * <br><br>
  * Usage is : <br>
- * - Create the AnimationHelper<br>
+ * - Create the AnimationFactory<br>
  * - add some keyFrames<br>
  * - call the buildAnimation() method that will return a new Animation<br>
  * - add the generated Animation to any existing AnimationControl<br>
  * <br><br>
- * Note that the first keyFrame (index 0) is defaulted with the identity transforms.
- * If you want to change that you have to replace this keyFrame with any transform you want.
+ * Note that the first keyFrame (index 0) is defaulted with the identity transform.
+ * If you want to change that you have to replace this keyFrame with the transform you want.
  * 
  * @author Nehon
  */
 public class AnimationFactory {
 
     /**
-     * step for splitting rotation that have a n angle above PI/2
+     * step for splitting rotations that have an angle above PI/2
      */
     private final static float EULER_STEP = FastMath.QUARTER_PI * 3;
 
@@ -68,7 +68,7 @@ public class AnimationFactory {
     }
 
     /**
-     * Inner Rotation type class to kep track on a rotation Euler angle
+     * inner class to keep track of a rotation using Euler angles
      */
     protected class Rotation {
 
@@ -146,7 +146,7 @@ public class AnimationFactory {
     protected Rotation[] keyFramesRotation;
 
     /**
-     * Creates and AnimationHelper
+     * Creates an AnimationFactory
      * @param duration the desired duration for the resulting animation
      * @param name the name of the resulting animation
      */
@@ -155,7 +155,7 @@ public class AnimationFactory {
     }
 
     /**
-     * Creates and AnimationHelper
+     * Creates an AnimationFactory
      * @param duration the desired duration for the resulting animation
      * @param name the name of the resulting animation
      * @param fps the number of frames per second for this animation (default is 30)
@@ -182,7 +182,7 @@ public class AnimationFactory {
     /**
      * Adds a key frame for the given Transform at the given time
      * @param time the time at which the keyFrame must be inserted
-     * @param transform the transforms to use for this keyFrame
+     * @param transform the transform to use for this keyFrame
      */
     public void addTimeTransform(float time, Transform transform) {
         addKeyFrameTransform((int) (time / tpf), transform);
@@ -191,7 +191,7 @@ public class AnimationFactory {
     /**
      * Adds a key frame for the given Transform at the given keyFrame index
      * @param keyFrameIndex the index at which the keyFrame must be inserted
-     * @param transform the transforms to use for this keyFrame
+     * @param transform the transform to use for this keyFrame
      */
     public void addKeyFrameTransform(int keyFrameIndex, Transform transform) {
         addKeyFrameTranslation(keyFrameIndex, transform.getTranslation());
@@ -221,7 +221,7 @@ public class AnimationFactory {
     /**
      * Adds a key frame for the given rotation at the given time<br>
      * This can't be used if the interpolated angle is higher than PI (180°)<br>
-     * Use {@link #addTimeRotationAngles(float time, float x, float y, float z)}  instead that uses Euler angles rotations.<br>     * 
+     * Use {@link #addTimeRotationAngles(float time, float x, float y, float z)}  instead that uses Euler angle rotations.<br>
      * @param time the time at which the keyFrame must be inserted
      * @param rotation the rotation Quaternion to use for this keyFrame
      * @see #addTimeRotationAngles(float time, float x, float y, float z) 
@@ -233,7 +233,7 @@ public class AnimationFactory {
     /**
      * Adds a key frame for the given rotation at the given keyFrame index<br>
      * This can't be used if the interpolated angle is higher than PI (180°)<br>
-     * Use {@link #addKeyFrameRotationAngles(int keyFrameIndex, float x, float y, float z)} instead that uses Euler angles rotations.
+     * Use {@link #addKeyFrameRotationAngles(int keyFrameIndex, float x, float y, float z)} instead that uses Euler angle rotations.
      * @param keyFrameIndex the index at which the keyFrame must be inserted
      * @param rotation the rotation Quaternion to use for this keyFrame
      * @see #addKeyFrameRotationAngles(int keyFrameIndex, float x, float y, float z) 
@@ -245,7 +245,7 @@ public class AnimationFactory {
 
     /**
      * Adds a key frame for the given rotation at the given time.<br>
-     * Rotation is expressed by Euler angles values in radians.<br>
+     * Rotation is expressed by Euler angles in radians.<br>
      * Note that the generated rotation will be stored as a quaternion and interpolated using a spherical linear interpolation (slerp)<br>
      * Hence, this method may create intermediate keyFrames if the interpolation angle is higher than PI to ensure continuity in animation<br>
      * 
@@ -260,7 +260,7 @@ public class AnimationFactory {
 
     /**
      * Adds a key frame for the given rotation at the given key frame index.<br>
-     * Rotation is expressed by Euler angles values in radians.<br>
+     * Rotation is expressed by Euler angles in radians.<br>
      * Note that the generated rotation will be stored as a quaternion and interpolated using a spherical linear interpolation (slerp)<br>
      * Hence, this method may create intermediate keyFrames if the interpolation angle is higher than PI to ensure continuity in animation<br>
      * 
@@ -273,7 +273,7 @@ public class AnimationFactory {
         Rotation r = getRotationForFrame(keyFrameIndex);
         r.set(x, y, z);
 
-        // if the delta of euler angles is higher than PI, we create intermediate keyframes
+        // if the delta of Euler angles is higher than PI, we create intermediate keyframes
         // since we are using quaternions and slerp for rotation interpolation, we cannot interpolate over an angle higher than PI
         int prev = getPreviousKeyFrame(keyFrameIndex, keyFramesRotation);
         if (prev != -1) {
@@ -329,7 +329,7 @@ public class AnimationFactory {
 
     /**
      * returns the translation for a given frame index
-     * creates the translation if it doesn't exists
+     * creates the translation if it doesn't exist
      * @param keyFrameIndex index
      * @return the translation
      */
@@ -347,7 +347,7 @@ public class AnimationFactory {
 
     /**
      * returns the scale for a given frame index
-     * creates the scale if it doesn't exists
+     * creates the scale if it doesn't exist
      * @param keyFrameIndex index
      * @return the scale
      */
@@ -365,7 +365,7 @@ public class AnimationFactory {
 
     /**
      * returns the rotation for a given frame index
-     * creates the rotation if it doesn't exists
+     * creates the rotation if it doesn't exist
      * @param keyFrameIndex index
      * @return the rotation
      */
@@ -382,7 +382,7 @@ public class AnimationFactory {
     }
 
     /**
-     * Creates an Animation based on the keyFrames previously added to the helper.
+     * Creates an Animation based on the keyFrames previously added to the factory.
      * @return the generated animation 
      */
     public Animation buildAnimation() {