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comment corrections in jme3-core: mostly spelling and grammar

Stephen Gold vor 7 Jahren
Ursprung
Commit
74d70c4ee0
43 geänderte Dateien mit 144 neuen und 144 gelöschten Zeilen
  1. 4 4
      jme3-core/src/main/java/com/jme3/animation/Bone.java
  2. 2 2
      jme3-core/src/main/java/com/jme3/animation/Skeleton.java
  3. 2 2
      jme3-core/src/main/java/com/jme3/animation/SkeletonControl.java
  4. 2 2
      jme3-core/src/main/java/com/jme3/asset/AssetManager.java
  5. 2 2
      jme3-core/src/main/java/com/jme3/collision/SweepSphere.java
  6. 1 1
      jme3-core/src/main/java/com/jme3/input/InputManager.java
  7. 5 5
      jme3-core/src/main/java/com/jme3/math/ColorRGBA.java
  8. 4 4
      jme3-core/src/main/java/com/jme3/math/Quaternion.java
  9. 2 2
      jme3-core/src/main/java/com/jme3/math/Transform.java
  10. 2 2
      jme3-core/src/main/java/com/jme3/math/Vector2f.java
  11. 4 4
      jme3-core/src/main/java/com/jme3/math/Vector3f.java
  12. 2 2
      jme3-core/src/main/java/com/jme3/math/Vector4f.java
  13. 2 2
      jme3-core/src/main/java/com/jme3/renderer/opengl/GLRenderer.java
  14. 2 2
      jme3-core/src/main/java/com/jme3/scene/Geometry.java
  15. 2 2
      jme3-core/src/main/java/com/jme3/scene/Mesh.java
  16. 2 2
      jme3-core/src/main/java/com/jme3/scene/Node.java
  17. 5 5
      jme3-core/src/main/java/com/jme3/scene/Spatial.java
  18. 2 2
      jme3-core/src/main/java/com/jme3/scene/debug/custom/BoneShape.java
  19. 2 2
      jme3-core/src/main/java/com/jme3/scene/shape/AbstractBox.java
  20. 3 3
      jme3-core/src/main/java/com/jme3/scene/shape/Box.java
  21. 2 2
      jme3-core/src/main/java/com/jme3/scene/shape/Cylinder.java
  22. 6 6
      jme3-core/src/main/java/com/jme3/shader/Glsl100ShaderGenerator.java
  23. 3 3
      jme3-core/src/main/java/com/jme3/shader/Shader.java
  24. 3 3
      jme3-core/src/main/java/com/jme3/shader/ShaderGenerator.java
  25. 3 3
      jme3-core/src/main/java/com/jme3/shadow/AbstractShadowFilter.java
  26. 2 2
      jme3-core/src/main/java/com/jme3/shadow/AbstractShadowRenderer.java
  27. 10 10
      jme3-core/src/main/java/com/jme3/shadow/DirectionalLightShadowFilter.java
  28. 9 9
      jme3-core/src/main/java/com/jme3/shadow/DirectionalLightShadowRenderer.java
  29. 4 4
      jme3-core/src/main/java/com/jme3/shadow/PointLightShadowFilter.java
  30. 6 6
      jme3-core/src/main/java/com/jme3/shadow/PssmShadowFilter.java
  31. 8 8
      jme3-core/src/main/java/com/jme3/shadow/PssmShadowRenderer.java
  32. 4 4
      jme3-core/src/main/java/com/jme3/shadow/SpotLightShadowFilter.java
  33. 3 3
      jme3-core/src/main/java/com/jme3/shadow/SpotLightShadowRenderer.java
  34. 2 2
      jme3-core/src/main/java/com/jme3/system/AppSettings.java
  35. 2 2
      jme3-core/src/main/java/com/jme3/texture/image/LastTextureState.java
  36. 8 8
      jme3-core/src/main/java/com/jme3/util/SkyFactory.java
  37. 2 2
      jme3-core/src/main/java/com/jme3/util/TangentBinormalGenerator.java
  38. 2 2
      jme3-core/src/main/java/com/jme3/util/clone/JmeCloneable.java
  39. 1 1
      jme3-core/src/main/java/com/jme3/util/mikktspace/MikktspaceTangentGenerator.java
  40. 2 2
      jme3-core/src/plugins/java/com/jme3/export/binary/BinaryInputCapsule.java
  41. 2 2
      jme3-core/src/plugins/java/com/jme3/material/plugins/J3MLoader.java
  42. 4 4
      jme3-core/src/plugins/java/com/jme3/texture/plugins/TGALoader.java
  43. 4 4
      jme3-core/src/plugins/java/com/jme3/texture/plugins/ktx/KTXLoader.java

+ 4 - 4
jme3-core/src/main/java/com/jme3/animation/Bone.java

@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2009-2017 jMonkeyEngine
+ * Copyright (c) 2009-2018 jMonkeyEngine
  * All rights reserved.
  *
  * Redistribution and use in source and binary forms, with or without
@@ -550,7 +550,7 @@ public final class Bone implements Savable, JmeCloneable {
     }
 
     /**
-     * Updates world transforms for this bone and it's children.
+     * Updates world transforms for this bone and its children.
      */
     public final void update() {
         this.updateModelTransforms();
@@ -590,7 +590,7 @@ public final class Bone implements Savable, JmeCloneable {
     }
 
     /**
-     * Reset the bone and it's children to bind pose.
+     * Reset the bone and its children to bind pose.
      */
     final void reset() {
         if (!userControl) {
@@ -677,7 +677,7 @@ public final class Bone implements Savable, JmeCloneable {
         modelPos.set(translation);
         modelRot.set(rotation);
         
-        //if there is an attached Node we need to set it's local transforms too.
+        //if there is an attached Node we need to set its local transforms too.
         if(attachNode != null){
             attachNode.setLocalTranslation(translation);
             attachNode.setLocalRotation(rotation);

+ 2 - 2
jme3-core/src/main/java/com/jme3/animation/Skeleton.java

@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2009-2012 jMonkeyEngine
+ * Copyright (c) 2009-2018 jMonkeyEngine
  * All rights reserved.
  *
  * Redistribution and use in source and binary forms, with or without
@@ -169,7 +169,7 @@ public final class Skeleton implements Savable, JmeCloneable {
     }
 
     /**
-     * Saves the current skeleton state as it's binding pose.
+     * Saves the current skeleton state as its binding pose.
      */
     public void setBindingPose() {
         for (int i = rootBones.length - 1; i >= 0; i--) {

+ 2 - 2
jme3-core/src/main/java/com/jme3/animation/SkeletonControl.java

@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2009-2017 jMonkeyEngine
+ * Copyright (c) 2009-2018 jMonkeyEngine
  * All rights reserved.
  *
  * Redistribution and use in source and binary forms, with or without
@@ -163,7 +163,7 @@ public class SkeletonControl extends AbstractControl implements Cloneable, JmeCl
 
     /**
      * Specifies if hardware skinning is preferred. If it is preferred and
-     * supported by GPU, it shall be enabled, if its not preferred, or not
+     * supported by GPU, it shall be enabled, if it's not preferred, or not
      * supported by GPU, then it shall be disabled.
      * 
      * @param preferred

+ 2 - 2
jme3-core/src/main/java/com/jme3/asset/AssetManager.java

@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2009-2012 jMonkeyEngine
+ * Copyright (c) 2009-2018 jMonkeyEngine
  * All rights reserved.
  *
  * Redistribution and use in source and binary forms, with or without
@@ -217,7 +217,7 @@ public interface AssetManager {
      * Load an asset from a key, the asset will be located
      * by one of the {@link AssetLocator} implementations provided in the
      * {@link AssetManager#registerLocator(java.lang.String, java.lang.Class) }
-     * call. If located successfully, it will be loaded via the the appropriate
+     * call. If located successfully, it will be loaded via the appropriate
      * {@link AssetLoader} implementation based on the file's extension, as
      * specified in the call 
      * {@link AssetManager#registerLoader(java.lang.Class, java.lang.String[]) }.

+ 2 - 2
jme3-core/src/main/java/com/jme3/collision/SweepSphere.java

@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2009-2012 jMonkeyEngine
+ * Copyright (c) 2009-2018 jMonkeyEngine
  * All rights reserved.
  *
  * Redistribution and use in source and binary forms, with or without
@@ -217,7 +217,7 @@ class SweepSphere implements Collidable {
 
         float signedDistanceToPlane = triPlane.pseudoDistance(sCenter);
         if (normalDotVelocity == 0.0f){
-            // we are travelling exactly parrallel to the plane
+            // we are travelling exactly parallel to the plane
             if (FastMath.abs(signedDistanceToPlane) >= 1.0f){
                 // no collision possible
                 return null;

+ 1 - 1
jme3-core/src/main/java/com/jme3/input/InputManager.java

@@ -430,7 +430,7 @@ public class InputManager implements RawInputListener {
     public void onMouseMotionEvent(MouseMotionEvent evt) {
         /*
          * If events aren't allowed, the event may be a "first mouse event"
-         * triggered by the constructor setting the the mouse listener.
+         * triggered by the constructor setting the mouse listener.
          * In that case, use the event to initialize the cursor position,
          * but don't queue it for futher processing.
          * This is part of the fix for issue #792.

+ 5 - 5
jme3-core/src/main/java/com/jme3/math/ColorRGBA.java

@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2009-2012 jMonkeyEngine All rights reserved.
+ * Copyright (c) 2009-2018 jMonkeyEngine All rights reserved.
  *
  * Redistribution and use in source and binary forms, with or without
  * modification, are permitted provided that the following conditions are met:
@@ -562,7 +562,7 @@ public final class ColorRGBA implements Savable, Cloneable, java.io.Serializable
     /**
      * Transform this <code>ColorRGBA</code> to a <code>Vector3f</code> using
      * x = r, y = g, z = b. The Alpha value is not used.
-     * This method is useful to use for shaders assignment.
+     * This method is useful for shader assignments.
      * @return A <code>Vector3f</code> containing the RGB value of this <code>ColorRGBA</code>.
      */
     public Vector3f toVector3f() {
@@ -572,7 +572,7 @@ public final class ColorRGBA implements Savable, Cloneable, java.io.Serializable
     /**
      * Transform this <code>ColorRGBA</code> to a <code>Vector4f</code> using
      * x = r, y = g, z = b, w = a.
-     * This method is useful to use for shaders assignment.
+     * This method is useful for shader assignments.
      * @return A <code>Vector4f</code> containing the RGBA value of this <code>ColorRGBA</code>.
      */
     public Vector4f toVector4f() {
@@ -587,8 +587,8 @@ public final class ColorRGBA implements Savable, Cloneable, java.io.Serializable
      * Note that the values will be gamma corrected to be stored in linear space
      * GAMMA value is 2.2
      * 
-     * Note that no correction will be performed on the alpha channel as it's 
-     * conventionnally doesn't represent a color itself
+     * Note that no correction will be performed on the alpha channel as it
+     * conventionally doesn't represent a color itself
      * 
      * @param r the red value in sRGB color space
      * @param g the green value in sRGB color space

+ 4 - 4
jme3-core/src/main/java/com/jme3/math/Quaternion.java

@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2009-2012 jMonkeyEngine
+ * Copyright (c) 2009-2018 jMonkeyEngine
  * All rights reserved.
  *
  * Redistribution and use in source and binary forms, with or without
@@ -689,7 +689,7 @@ public final class Quaternion implements Savable, Cloneable, java.io.Serializabl
             float invSinTheta = 1f / FastMath.sin(theta);
 
             // Calculate the scale for q1 and q2, according to the angle and
-            // it's sine value
+            // its sine
             scale0 = FastMath.sin((1 - t) * theta) * invSinTheta;
             scale1 = FastMath.sin((t * theta)) * invSinTheta;
         }
@@ -746,7 +746,7 @@ public final class Quaternion implements Savable, Cloneable, java.io.Serializabl
             float invSinTheta = 1f / FastMath.sin(theta);
 
             // Calculate the scale for q1 and q2, according to the angle and
-            // it's sine value
+            // its sine
             scale0 = FastMath.sin((1 - changeAmnt) * theta) * invSinTheta;
             scale1 = FastMath.sin((changeAmnt * theta)) * invSinTheta;
         }
@@ -1161,7 +1161,7 @@ public final class Quaternion implements Savable, Cloneable, java.io.Serializabl
     /**
      * <code>inverse</code> calculates the inverse of this quaternion and
      * returns this quaternion after it is calculated. If this quaternion does
-     * not have an inverse (if it's normal is 0 or less), nothing happens
+     * not have an inverse (if its normal is 0 or less), nothing happens
      *
      * @return the inverse of this quaternion
      */

+ 2 - 2
jme3-core/src/main/java/com/jme3/math/Transform.java

@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2009-2017 jMonkeyEngine
+ * Copyright (c) 2009-2018 jMonkeyEngine
  * All rights reserved.
  *
  * Redistribution and use in source and binary forms, with or without
@@ -186,7 +186,7 @@ public final class Transform implements Savable, Cloneable, java.io.Serializable
     }
 
     /**
-     * Changes the values of this matrix according to it's parent.  Very similar to the concept of Node/Spatial transforms.
+     * Changes the values of this matrix according to its parent.  Very similar to the concept of Node/Spatial transforms.
      * @param parent The parent matrix.
      * @return This matrix, after combining.
      */

+ 2 - 2
jme3-core/src/main/java/com/jme3/math/Vector2f.java

@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2009-2012 jMonkeyEngine
+ * Copyright (c) 2009-2018 jMonkeyEngine
  * All rights reserved.
  *
  * Redistribution and use in source and binary forms, with or without
@@ -631,7 +631,7 @@ public final class Vector2f implements Savable, Cloneable, java.io.Serializable
 
     /**
      * <code>hashCode</code> returns a unique code for this vector object
-     * based on it's values. If two vectors are logically equivalent, they will
+     * based on its values. If two vectors are logically equivalent, they will
      * return the same hash code value.
      * 
      * @return the hash code value of this vector.

+ 4 - 4
jme3-core/src/main/java/com/jme3/math/Vector3f.java

@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2009-2017 jMonkeyEngine
+ * Copyright (c) 2009-2018 jMonkeyEngine
  * All rights reserved.
  *
  * Redistribution and use in source and binary forms, with or without
@@ -321,7 +321,7 @@ public final class Vector3f implements Savable, Cloneable, java.io.Serializable
      *            the vector to take the cross product of with this.
      * @param result
      *            the vector to store the cross product result.
-     * @return result, after recieving the cross product vector.
+     * @return result, after receiving the cross product vector.
      */
     public Vector3f cross(Vector3f v,Vector3f result) {
         return cross(v.x, v.y, v.z, result);
@@ -339,7 +339,7 @@ public final class Vector3f implements Savable, Cloneable, java.io.Serializable
      *            z component of the vector to take the cross product of with this.
      * @param result
      *            the vector to store the cross product result.
-     * @return result, after recieving the cross product vector.
+     * @return result, after receiving the cross product vector.
      */
     public Vector3f cross(float otherX, float otherY, float otherZ, Vector3f result) {
         if (result == null) result = new Vector3f();
@@ -972,7 +972,7 @@ public final class Vector3f implements Savable, Cloneable, java.io.Serializable
 
     /**
      * <code>hashCode</code> returns a unique code for this vector object based
-     * on it's values. If two vectors are logically equivalent, they will return
+     * on its values. If two vectors are logically equivalent, they will return
      * the same hash code value.
      * @return the hash code value of this vector.
      */

+ 2 - 2
jme3-core/src/main/java/com/jme3/math/Vector4f.java

@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2009-2017 jMonkeyEngine
+ * Copyright (c) 2009-2018 jMonkeyEngine
  * All rights reserved.
  *
  * Redistribution and use in source and binary forms, with or without
@@ -877,7 +877,7 @@ public final class Vector4f implements Savable, Cloneable, java.io.Serializable
 
     /**
      * <code>hashCode</code> returns a unique code for this vector object based
-     * on it's values. If two vectors are logically equivalent, they will return
+     * on its values. If two vectors are logically equivalent, they will return
      * the same hash code value.
      * @return the hash code value of this vector.
      */

+ 2 - 2
jme3-core/src/main/java/com/jme3/renderer/opengl/GLRenderer.java

@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2009-2014 jMonkeyEngine
+ * Copyright (c) 2009-2018 jMonkeyEngine
  * All rights reserved.
  *
  * Redistribution and use in source and binary forms, with or without
@@ -870,7 +870,7 @@ public final class GLRenderer implements Renderer {
     }
     
     private int convertBlendEquationAlpha(RenderState.BlendEquationAlpha blendEquationAlpha) {
-        //Note: InheritColor mode should already be handled, that is why it does not belong the the switch case.
+        //Note: InheritColor mode should already be handled, that is why it does not belong the switch case.
         switch (blendEquationAlpha) {
             case Add:
                 return GL2.GL_FUNC_ADD;

+ 2 - 2
jme3-core/src/main/java/com/jme3/scene/Geometry.java

@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2009-2012 jMonkeyEngine
+ * Copyright (c) 2009-2018 jMonkeyEngine
  * All rights reserved.
  *
  * Redistribution and use in source and binary forms, with or without
@@ -571,7 +571,7 @@ public class Geometry extends Spatial {
         super.cloneFields(cloner, original);
 
         // If this is a grouped node and if our group node is
-        // also cloned then we'll grab it's reference.
+        // also cloned then we'll grab its reference.
         if( groupNode != null ) {
             if( cloner.isCloned(groupNode) ) {
                 // Then resolve the reference

+ 2 - 2
jme3-core/src/main/java/com/jme3/scene/Mesh.java

@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2009-2017 jMonkeyEngine
+ * Copyright (c) 2009-2018 jMonkeyEngine
  * All rights reserved.
  *
  * Redistribution and use in source and binary forms, with or without
@@ -353,7 +353,7 @@ public class Mesh implements Savable, Cloneable, JmeCloneable {
         VertexBuffer pos = getBuffer(Type.Position);
         if (pos == null || getBuffer(Type.BoneIndex) == null) {
             // ignore, this mesh doesn't have positional data
-            // or it doesn't have bone-vertex assignments, so its not animated
+            // or it doesn't have bone-vertex assignments, so it's not animated
             return;
         }
 

+ 2 - 2
jme3-core/src/main/java/com/jme3/scene/Node.java

@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2009-2012 jMonkeyEngine
+ * Copyright (c) 2009-2018 jMonkeyEngine
  * All rights reserved.
  *
  * Redistribution and use in source and binary forms, with or without
@@ -154,7 +154,7 @@ public class Node extends Spatial {
     @Override
     protected void updateWorldBound(){
         super.updateWorldBound();
-        // for a node, the world bound is a combination of all it's children
+        // for a node, the world bound is a combination of all its children
         // bounds
         BoundingVolume resultBound = null;
         for (Spatial child : children.getArray()) {

+ 5 - 5
jme3-core/src/main/java/com/jme3/scene/Spatial.java

@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2009-2013 jMonkeyEngine
+ * Copyright (c) 2009-2018 jMonkeyEngine
  * All rights reserved.
  *
  * Redistribution and use in source and binary forms, with or without
@@ -59,7 +59,7 @@ import java.util.logging.Logger;
 
 /**
  * <code>Spatial</code> defines the base class for scene graph nodes. It
- * maintains a link to a parent, it's local transforms and the world's
+ * maintains a link to a parent, its local transforms and the world's
  * transforms. All other scene graph elements, such as {@link Node} and
  * {@link Geometry} are subclasses of <code>Spatial</code>.
  *
@@ -567,8 +567,8 @@ public abstract class Spatial implements Savable, Cloneable, Collidable, Cloneab
      * Should be overridden by Node and Geometry.
      */
     protected void updateWorldBound() {
-        // the world bound of a leaf is the same as it's model bound
-        // for a node, the world bound is a combination of all it's children
+        // the world bound of a leaf is the same as its model bound
+        // for a node, the world bound is a combination of all its children
         // bounds
         // -> handled by subclass
         refreshFlags &= ~RF_BOUND;
@@ -966,7 +966,7 @@ public abstract class Spatial implements Savable, Cloneable, Collidable, Cloneab
     }
 
     /**
-     * <code>removeFromParent</code> removes this Spatial from it's parent.
+     * <code>removeFromParent</code> removes this Spatial from its parent.
      *
      * @return true if it has a parent and performed the remove.
      */

+ 2 - 2
jme3-core/src/main/java/com/jme3/scene/debug/custom/BoneShape.java

@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2009-2012 jMonkeyEngine
+ * Copyright (c) 2009-2018 jMonkeyEngine
  * All rights reserved.
  *
  * Redistribution and use in source and binary forms, with or without
@@ -49,7 +49,7 @@ import java.io.IOException;
 import java.nio.FloatBuffer;
 
 /**
- * A simple cylinder, defined by it's height and radius.
+ * A simple cylinder, defined by its height and radius.
  * (Ported to jME3)
  *
  * @author Mark Powell

+ 2 - 2
jme3-core/src/main/java/com/jme3/scene/shape/AbstractBox.java

@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2009-2012 jMonkeyEngine
+ * Copyright (c) 2009-2018 jMonkeyEngine
  * All rights reserved.
  *
  * Redistribution and use in source and binary forms, with or without
@@ -98,7 +98,7 @@ public abstract class AbstractBox extends Mesh {
     /**
      * Update the points that define the texture of the box.
      * <p>
-     * It's a one-to-one ratio, where each plane of the box has it's own copy
+     * It's a one-to-one ratio, where each plane of the box has its own copy
      * of the texture. That is, the texture is repeated one time for each face.
      */
     protected abstract void duUpdateGeometryTextures();

+ 3 - 3
jme3-core/src/main/java/com/jme3/scene/shape/Box.java

@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2009-2012 jMonkeyEngine
+ * Copyright (c) 2009-2018 jMonkeyEngine
  * All rights reserved.
  *
  * Redistribution and use in source and binary forms, with or without
@@ -113,7 +113,7 @@ public class Box extends AbstractBox {
      * Constructor instantiates a new <code>Box</code> object.
      * <p>
      * The minimum and maximum point are provided, these two points define the
-     * shape and size of the box but not it's orientation or position. You should
+     * shape and size of the box but not its orientation or position. You should
      * use the {@link com.jme3.scene.Spatial#setLocalTranslation(com.jme3.math.Vector3f) }
      * and {@link com.jme3.scene.Spatial#setLocalRotation(com.jme3.math.Quaternion) }
      * methods to define those properties.
@@ -136,7 +136,7 @@ public class Box extends AbstractBox {
     /**
      * Creates a clone of this box.
      * <p>
-     * The cloned box will have '_clone' appended to it's name, but all other
+     * The cloned box will have '_clone' appended to its name, but all other
      * properties will be the same as this box.
      */
     @Override

+ 2 - 2
jme3-core/src/main/java/com/jme3/scene/shape/Cylinder.java

@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2009-2012 jMonkeyEngine
+ * Copyright (c) 2009-2018 jMonkeyEngine
  * All rights reserved.
  *
  * Redistribution and use in source and binary forms, with or without
@@ -44,7 +44,7 @@ import com.jme3.util.BufferUtils;
 import java.io.IOException;
 
 /**
- * A simple cylinder, defined by it's height and radius.
+ * A simple cylinder, defined by its height and radius.
  * (Ported to jME3)
  *
  * @author Mark Powell

+ 6 - 6
jme3-core/src/main/java/com/jme3/shader/Glsl100ShaderGenerator.java

@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2009-2012 jMonkeyEngine
+ * Copyright (c) 2009-2018 jMonkeyEngine
  * All rights reserved.
  *
  * Redistribution and use in source and binary forms, with or without
@@ -82,7 +82,7 @@ public class Glsl100ShaderGenerator extends ShaderGenerator {
      * {@inheritDoc}
      *
      * attributes are all declared, inPositon is declared even if it's not in
-     * the list and it's condition is nulled.
+     * the list and its condition is nulled.
      */
     @Override
     protected void generateAttributes(StringBuilder source, ShaderGenerationInfo info) {
@@ -331,7 +331,7 @@ public class Glsl100ShaderGenerator extends ShaderGenerator {
      * declares a variable, embed in a conditional block if needed. the namespace is appended with "_"
      * @param source the StringBuilder to use
      * @param var the variable to declare    
-     * @param value the initialization value to assign the the variable
+     * @param value the initialization value to assign the variable
      */
     protected void declareVariable(StringBuilder source, ShaderNodeVariable var, String value) {
         declareVariable(source, var, value, true, null);
@@ -352,7 +352,7 @@ public class Glsl100ShaderGenerator extends ShaderGenerator {
      * declares a variable, embed in a conditional block if needed.
      * @param source the StringBuilder to use
      * @param var the variable to declare    
-     * @param value the initialization value to assign the the variable
+     * @param value the initialization value to assign the variable
      * @param appendNameSpace true to append the nameSpace + "_"
      * @param modifier the modifier of the variable (attribute, varying, in , out,...)
      */
@@ -529,7 +529,7 @@ public class Glsl100ShaderGenerator extends ShaderGenerator {
      * appropriate defined based on the mapping condition of this variable.
      * Complex condition syntax are handled.     
      * 
-     * @param nodeSource the sahderNode source code
+     * @param nodeSource the shaderNode source code
      * @param shaderNode the ShaderNode being processed
      * @return the modified shaderNode source.
      */
@@ -608,7 +608,7 @@ public class Glsl100ShaderGenerator extends ShaderGenerator {
      * @param source the StringBuilder to use
      * @param var the variable to declare as an varying
      * @param input a boolean set to true if the this varying is an input.
-     * this in not used in this implementation but can be used in overridings 
+     * this in not used in this implementation but can be used in overriding 
      * implementation
      */
     protected void declareVarying(StringBuilder source, ShaderNodeVariable var, boolean input) {

+ 3 - 3
jme3-core/src/main/java/com/jme3/shader/Shader.java

@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2009-2012 jMonkeyEngine
+ * Copyright (c) 2009-2018 jMonkeyEngine
  * All rights reserved.
  *
  * Redistribution and use in source and binary forms, with or without
@@ -65,7 +65,7 @@ public final class Shader extends NativeObject {
     private final IntMap<Attribute> attribs;
 
     /**
-     * Type of shader. The shader will control the pipeline of it's type.
+     * Type of shader. The shader will control the pipeline of its type.
      */
     public static enum ShaderType {
 
@@ -106,7 +106,7 @@ public final class Shader extends NativeObject {
 
     /**
      * Shader source describes a shader object in OpenGL. Each shader source
-     * is assigned a certain pipeline which it controls (described by it's type).
+     * is assigned a certain pipeline which it controls (described by its type).
      */
     public static class ShaderSource extends NativeObject {
 

+ 3 - 3
jme3-core/src/main/java/com/jme3/shader/ShaderGenerator.java

@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2009-2012 jMonkeyEngine
+ * Copyright (c) 2009-2018 jMonkeyEngine
  * All rights reserved.
  *
  * Redistribution and use in source and binary forms, with or without
@@ -220,7 +220,7 @@ public abstract class ShaderGenerator {
      * @see ShaderGenerator#generateNodeMainSection
      *
      * @param loadedSource the actual source code loaded for this node.
-     * @param shaderPath path the the shader file
+     * @param shaderPath path to the shader file
      * @param sourceDeclaration the Shader declaration part string builder.
      * @param source the Shader main part StringBuilder.
      * @param shaderNode the shader node.
@@ -283,7 +283,7 @@ public abstract class ShaderGenerator {
 
     /**
      * Appends the given shaderNode declarative part to the shader declarative
-     * part. If needed the sahder type can be determined by fetching the
+     * part. If needed the shader type can be determined by fetching the
      * shaderNode's definition type.
      *
      * @see ShaderNode#getDefinition()

+ 3 - 3
jme3-core/src/main/java/com/jme3/shadow/AbstractShadowFilter.java

@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2009-2012 jMonkeyEngine
+ * Copyright (c) 2009-2018 jMonkeyEngine
  * All rights reserved.
  *
  * Redistribution and use in source and binary forms, with or without
@@ -172,7 +172,7 @@ public abstract class AbstractShadowFilter<T extends AbstractShadowRenderer> ext
     }
 
     /**
-     * returns the shdaow intensity
+     * returns the shadow intensity
      *
      * @see #setShadowIntensity(float shadowIntensity)
      * @return shadowIntensity
@@ -296,7 +296,7 @@ public abstract class AbstractShadowFilter<T extends AbstractShadowRenderer> ext
 
 
     /**
-     * returns the the edge filtering mode
+     * returns the edge filtering mode
      *
      * @see EdgeFilteringMode
      * @return

+ 2 - 2
jme3-core/src/main/java/com/jme3/shadow/AbstractShadowRenderer.java

@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2009-2012 jMonkeyEngine
+ * Copyright (c) 2009-2018 jMonkeyEngine
  * All rights reserved.
  *
  * Redistribution and use in source and binary forms, with or without
@@ -482,7 +482,7 @@ public abstract class AbstractShadowRenderer implements SceneProcessor, Savable,
         getReceivers(lightReceivers);
 
         if (lightReceivers.size() != 0) {
-            //setting params to recieving geometry list
+            //setting params to receiving geometry list
             setMatParams(lightReceivers);
 
             Camera cam = viewPort.getCamera();

+ 10 - 10
jme3-core/src/main/java/com/jme3/shadow/DirectionalLightShadowFilter.java

@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2009-2012 jMonkeyEngine
+ * Copyright (c) 2009-2018 jMonkeyEngine
  * All rights reserved.
  *
  * Redistribution and use in source and binary forms, with or without
@@ -42,10 +42,10 @@ import java.io.IOException;
 /**
  *
  * This Filter does basically the same as a DirectionalLightShadowRenderer
- * except it renders the post shadow pass as a fulscreen quad pass instead of a
+ * except it renders the post shadow pass as a fullscreen quad pass instead of a
  * geometry pass. It's mostly faster than PssmShadowRenderer as long as you have
- * more than a about ten shadow recieving objects. The expense is the draw back
- * that the shadow Recieve mode set on spatial is ignored. So basically all and
+ * more than a about ten shadow receiving objects. The expense is the draw back
+ * that the shadow Receive mode set on spatial is ignored. So basically all and
  * only objects that render depth in the scene receive shadows. See this post
  * for more details
  * http://jmonkeyengine.org/groups/general-2/forum/topic/silly-question-about-shadow-rendering/#post-191599
@@ -90,7 +90,7 @@ public class DirectionalLightShadowFilter extends AbstractShadowFilter<Direction
     }
 
     /**
-     * returns the labda parameter
+     * returns the lambda parameter
      *
      * @see #setLambda(float lambda)
      * @return lambda
@@ -101,12 +101,12 @@ public class DirectionalLightShadowFilter extends AbstractShadowFilter<Direction
 
     /**
      * Adjust the repartition of the different shadow maps in the shadow extend
-     * usualy goes from 0.0 to 1.0 a low value give a more linear repartition
+     * usually goes from 0.0 to 1.0 a low value give a more linear repartition
      * resulting in a constant quality in the shadow over the extends, but near
      * shadows could look very jagged a high value give a more logarithmic
      * repartition resulting in a high quality for near shadows, but the quality
      * quickly decrease over the extend. the default value is set to 0.65f
-     * (theoric optimal value).
+     * (theoretic optimal value).
      *
      * @param lambda the lambda value.
      */
@@ -115,7 +115,7 @@ public class DirectionalLightShadowFilter extends AbstractShadowFilter<Direction
     }
 
     /**
-     * retruns true if stabilization is enabled
+     * returns true if stabilization is enabled
      * @return 
      */
     public boolean isEnabledStabilization() {
@@ -123,8 +123,8 @@ public class DirectionalLightShadowFilter extends AbstractShadowFilter<Direction
     }
     
     /**
-     * Enables the stabilization of the shadows's edges. (default is true)
-     * This prevents shadows' edges to flicker when the camera moves
+     * Enables the stabilization of the shadow's edges. (default is true)
+     * This prevents shadow edges from flickering when the camera moves.
      * However it can lead to some shadow quality loss in some particular scenes.
      * @param stabilize 
      */

+ 9 - 9
jme3-core/src/main/java/com/jme3/shadow/DirectionalLightShadowRenderer.java

@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2009-2012 jMonkeyEngine
+ * Copyright (c) 2009-2018 jMonkeyEngine
  * All rights reserved.
  *
  * Redistribution and use in source and binary forms, with or without
@@ -51,11 +51,11 @@ import com.jme3.util.clone.Cloner;
 import java.io.IOException;
 
 /**
- * DirectionalLightShadowRenderer renderer use Parrallel Split Shadow Mapping
+ * DirectionalLightShadowRenderer renderer use Parallel Split Shadow Mapping
  * technique (pssm)<br> It splits the view frustum in several parts and compute
  * a shadow map for each one.<br> splits are distributed so that the closer they
  * are from the camera, the smaller they are to maximize the resolution used of
- * the shadow map.<br> This result 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
  * href="http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html">http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html</a><br>
  * <p/>
@@ -73,7 +73,7 @@ public class DirectionalLightShadowRenderer extends AbstractShadowRenderer {
     private boolean stabilize = true;
 
     /**
-     * Used for serialzation use
+     * Used for serialization use
      * DirectionalLightShadowRenderer#DirectionalLightShadowRenderer(AssetManager
      * assetManager, int shadowMapSize, int nbSplits)
      */
@@ -234,7 +234,7 @@ public class DirectionalLightShadowRenderer extends AbstractShadowRenderer {
     }
 
     /**
-     * returns the labda parameter see #setLambda(float lambda)
+     * returns the lambda parameter see #setLambda(float lambda)
      *
      * @return lambda
      */
@@ -244,10 +244,10 @@ public class DirectionalLightShadowRenderer extends AbstractShadowRenderer {
 
     /*
      * Adjust the repartition of the different shadow maps in the shadow extend
-     * usualy goes from 0.0 to 1.0
+     * usually goes from 0.0 to 1.0
      * a low value give a more linear repartition resulting in a constant quality in the shadow over the extends, but near shadows could look very jagged
      * a high value give a more logarithmic repartition resulting in a high quality for near shadows, but the quality quickly decrease over the extend.
-     * the default value is set to 0.65f (theoric optimal value).
+     * the default value is set to 0.65f (theoretic optimal value).
      * @param lambda the lambda value.
      */
     public void setLambda(float lambda) {
@@ -262,8 +262,8 @@ public class DirectionalLightShadowRenderer extends AbstractShadowRenderer {
     }
     
     /**
-     * Enables the stabilization of the shadows's edges. (default is true)
-     * This prevents shadows' edges to flicker when the camera moves
+     * Enables the stabilization of the shadow's edges. (default is true)
+     * This prevents shadow edges from flickering when the camera moves.
      * However it can lead to some shadow quality loss in some particular scenes.
      * @param stabilize 
      */

+ 4 - 4
jme3-core/src/main/java/com/jme3/shadow/PointLightShadowFilter.java

@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2009-2012 jMonkeyEngine
+ * Copyright (c) 2009-2018 jMonkeyEngine
  * All rights reserved.
  *
  * Redistribution and use in source and binary forms, with or without
@@ -42,10 +42,10 @@ import java.io.IOException;
 /**
  *
  * This Filter does basically the same as a PointLightShadowRenderer except it
- * renders the post shadow pass as a fulscreen quad pass instead of a geometry
+ * renders the post shadow pass as a fullscreen quad pass instead of a geometry
  * pass. It's mostly faster than PointLightShadowRenderer as long as you have
- * more than a about ten shadow recieving objects. The expense is the draw back
- * that the shadow Recieve mode set on spatial is ignored. So basically all and
+ * more than a about ten shadow receiving objects. The expense is the draw back
+ * that the shadow Receive mode set on spatial is ignored. So basically all and
  * only objects that render depth in the scene receive shadows. See this post
  * for more details
  * http://jmonkeyengine.org/groups/general-2/forum/topic/silly-question-about-shadow-rendering/#post-191599

+ 6 - 6
jme3-core/src/main/java/com/jme3/shadow/PssmShadowFilter.java

@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2009-2012 jMonkeyEngine
+ * Copyright (c) 2009-2018 jMonkeyEngine
  * All rights reserved.
  *
  * Redistribution and use in source and binary forms, with or without
@@ -52,9 +52,9 @@ import java.io.IOException;
 /** 
  * 
  * This Filter does basically the same as a PssmShadowRenderer except it renders 
- * the post shadow pass as a fulscreen quad pass instead of a geometry pass.
- * It's mostly faster than PssmShadowRenderer as long as you have more than a about ten shadow recieving objects.
- * The expense is the draw back that the shadow Recieve mode set on spatial is ignored.
+ * the post shadow pass as a fullscreen quad pass instead of a geometry pass.
+ * It's mostly faster than PssmShadowRenderer as long as you have more than a about ten shadow receiving objects.
+ * The expense is the draw back that the shadow Receive mode set on spatial is ignored.
  * So basically all and only objects that render depth in the scene receive shadows.
  * See this post for more details http://jmonkeyengine.org/groups/general-2/forum/topic/silly-question-about-shadow-rendering/#post-191599
  * 
@@ -150,10 +150,10 @@ public class PssmShadowFilter extends Filter {
 
     /**
      * Adjust the repartition of the different shadow maps in the shadow extend
-     * usualy goes from 0.0 to 1.0
+     * usually goes from 0.0 to 1.0
      * a low value give a more linear repartition resulting in a constant quality in the shadow over the extends, but near shadows could look very jagged
      * a high value give a more logarithmic repartition resulting in a high quality for near shadows, but the quality quickly decrease over the extend.
-     * the default value is set to 0.65f (theoric optimal value).
+     * the default value is set to 0.65f (theoretic optimal value).
      * @param lambda the lambda value.
      */
     public void setLambda(float lambda) {

+ 8 - 8
jme3-core/src/main/java/com/jme3/shadow/PssmShadowRenderer.java

@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2009-2012 jMonkeyEngine
+ * Copyright (c) 2009-2018 jMonkeyEngine
  * All rights reserved.
  *
  * Redistribution and use in source and binary forms, with or without
@@ -63,11 +63,11 @@ import java.util.ArrayList;
 import java.util.List;
 
 /**
- * PssmShadow renderer use Parrallel Split Shadow Mapping technique (pssm)<br>
+ * PssmShadow renderer use Parallel Split Shadow Mapping technique (pssm)<br>
  * It splits the view frustum in several parts and compute a shadow map for each
  * one.<br> splits are distributed so that the closer they are from the camera,
  * the smaller they are to maximize the resolution used of the shadow map.<br>
- * This result in a better quality shadow than standard shadow mapping.<br> for
+ * This results in a better quality shadow than standard 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>
  * <p/>
@@ -324,7 +324,7 @@ public class PssmShadowRenderer implements SceneProcessor {
         applyHWShadows = true;
     }
 
-    //debug function that create a displayable frustrum
+    //debug function that create a displayable frustum
     private Geometry createFrustum(Vector3f[] pts, int i) {
         WireFrustum frustum = new WireFrustum(pts);
         Geometry frustumMdl = new Geometry("f", frustum);
@@ -484,7 +484,7 @@ public class PssmShadowRenderer implements SceneProcessor {
     }
 
     /**
-     * For debugging purpose Allow to "snapshot" the current frustrum to the
+     * For debugging purpose Allow to "snapshot" the current frustum to the
      * scene
      */
     public void displayDebug() {
@@ -497,7 +497,7 @@ public class PssmShadowRenderer implements SceneProcessor {
             displayShadowMap(renderManager.getRenderer());
         }
         if (!noOccluders) {
-            //setting params to recieving geometry list
+            //setting params to receiving geometry list
             setMatParams();
 
             Camera cam = viewPort.getCamera();
@@ -604,10 +604,10 @@ public class PssmShadowRenderer implements SceneProcessor {
 
     /*
      * Adjust the repartition of the different shadow maps in the shadow extend
-     * usualy goes from 0.0 to 1.0
+     * usually goes from 0.0 to 1.0
      * a low value give a more linear repartition resulting in a constant quality in the shadow over the extends, but near shadows could look very jagged
      * a high value give a more logarithmic repartition resulting in a high quality for near shadows, but the quality quickly decrease over the extend.
-     * the default value is set to 0.65f (theoric optimal value).
+     * the default value is set to 0.65f (theoretic optimal value).
      * @param lambda the lambda value.
      */
     public void setLambda(float lambda) {

+ 4 - 4
jme3-core/src/main/java/com/jme3/shadow/SpotLightShadowFilter.java

@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2009-2012 jMonkeyEngine
+ * Copyright (c) 2009-2018 jMonkeyEngine
  * All rights reserved.
  *
  * Redistribution and use in source and binary forms, with or without
@@ -42,10 +42,10 @@ import java.io.IOException;
 /**
  *
  * This Filter does basically the same as a SpotLightShadowRenderer except it
- * renders the post shadow pass as a fulscreen quad pass instead of a geometry
+ * renders the post shadow pass as a fullscreen quad pass instead of a geometry
  * pass. It's mostly faster than PssmShadowRenderer as long as you have more
- * than a about ten shadow recieving objects. The expense is the draw back that
- * the shadow Recieve mode set on spatial is ignored. So basically all and only
+ * than a about ten shadow receiving objects. The expense is the draw back that
+ * the shadow Receive mode set on spatial is ignored. So basically all and only
  * objects that render depth in the scene receive shadows. See this post for
  * more details
  * http://jmonkeyengine.org/groups/general-2/forum/topic/silly-question-about-shadow-rendering/#post-191599

+ 3 - 3
jme3-core/src/main/java/com/jme3/shadow/SpotLightShadowRenderer.java

@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2009-2012 jMonkeyEngine
+ * Copyright (c) 2009-2018 jMonkeyEngine
  * All rights reserved.
  *
  * Redistribution and use in source and binary forms, with or without
@@ -52,11 +52,11 @@ import com.jme3.util.clone.Cloner;
 import java.io.IOException;
 
 /**
- * SpotLightShadowRenderer renderer use Parrallel Split Shadow Mapping technique
+ * SpotLightShadowRenderer renderer use Parallel Split Shadow Mapping technique
  * (pssm)<br> It splits the view frustum in several parts and compute a shadow
  * map for each one.<br> splits are distributed so that the closer they are from
  * the camera, the smaller they are to maximize the resolution used of the
- * shadow map.<br> This result in a better quality shadow than standard shadow
+ * shadow map.<br> This results in a better quality shadow than standard 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>
  * <p/>

+ 2 - 2
jme3-core/src/main/java/com/jme3/system/AppSettings.java

@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2009-2012 jMonkeyEngine
+ * Copyright (c) 2009-2018 jMonkeyEngine
  * All rights reserved.
  *
  * Redistribution and use in source and binary forms, with or without
@@ -1084,7 +1084,7 @@ public final class AppSettings extends HashMap<String, Object> {
     }
    
     /**
-     * Determine if the the display context will swap buffers every frame.
+     * Determine if the display context will swap buffers every frame.
      * 
      * @return True if buffer swapping is enabled, false otherwise.
      * 

+ 2 - 2
jme3-core/src/main/java/com/jme3/texture/image/LastTextureState.java

@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2009-2015 jMonkeyEngine
+ * Copyright (c) 2009-2018 jMonkeyEngine
  * All rights reserved.
  *
  * Redistribution and use in source and binary forms, with or without
@@ -61,7 +61,7 @@ public final class LastTextureState {
         anisoFilter = 1;
         
         // The default in OpenGL is OFF, so we avoid setting this per texture
-        // if its not used.
+        // if it's not used.
         shadowCompareMode = Texture.ShadowCompareMode.Off;
     }
 }

+ 8 - 8
jme3-core/src/main/java/com/jme3/util/SkyFactory.java

@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2009-2012 jMonkeyEngine
+ * Copyright (c) 2009-2018 jMonkeyEngine
  * All rights reserved.
  *
  * Redistribution and use in source and binary forms, with or without
@@ -85,7 +85,7 @@ public class SkyFactory {
      * Create a sky with radius=10 using the given cubemap or spheremap texture.
      *
      * For the sky to be visible, its radius must fall between the near and far
-     * planes of the camera's frustrum.
+     * planes of the camera's frustum.
      *
      * @param assetManager from which to load materials
      * @param texture to use
@@ -115,7 +115,7 @@ public class SkyFactory {
      * Create a sky with radius=10 using the given cubemap or spheremap texture.
      *
      * For the sky to be visible, its radius must fall between the near and far
-     * planes of the camera's frustrum.
+     * planes of the camera's frustum.
      *
      * @param assetManager from which to load materials
      * @param texture to use
@@ -149,7 +149,7 @@ public class SkyFactory {
      * </ul>
      * @param sphereRadius the sky sphere's radius: for the sky to be visible,
      * its radius must fall between the near and far planes of the camera's
-     * frustrum
+     * frustum
      * @return a new spatial representing the sky, ready to be attached to the
      * scene graph
      * @deprecated use {@link SkyFactory#createSky(com.jme3.asset.AssetManager, com.jme3.texture.Texture, com.jme3.math.Vector3f, com.jme3.util.SkyFactory.EnvMapType, int)}
@@ -171,7 +171,7 @@ public class SkyFactory {
      * @param envMapType see {@link EnvMapType}
      * @param sphereRadius the sky sphere's radius: for the sky to be visible,
      * its radius must fall between the near and far planes of the camera's
-     * frustrum
+     * frustum
      * @return a new spatial representing the sky, ready to be attached to the
      * scene graph     
      */
@@ -191,7 +191,7 @@ public class SkyFactory {
         skyMat.setVector3("NormalScale", normalScale);
         switch (envMapType){
             case CubeMap : 
-                // make sure its a cubemap
+                // make sure it's a cubemap
                 if (!(texture instanceof TextureCubeMap)) {
                     Image img = texture.getImage();
                     texture = new TextureCubeMap();
@@ -342,7 +342,7 @@ public class SkyFactory {
      * Create a cube-mapped sky with radius=10 using six textures.
      *
      * For the sky to be visible, its radius must fall between the near and far
-     * planes of the camera's frustrum.
+     * planes of the camera's frustum.
      *
      * @param assetManager from which to load materials
      * @param west texture for the western face of the cube
@@ -379,7 +379,7 @@ public class SkyFactory {
      * transformation to the normal.
      * @param sphereRadius the sky sphere's radius: for the sky to be visible,
      * its radius must fall between the near and far planes of the camera's
-     * frustrum
+     * frustum
      * @return a new spatial representing the sky, ready to be attached to the
      * scene graph
      */

+ 2 - 2
jme3-core/src/main/java/com/jme3/util/TangentBinormalGenerator.java

@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2009-2012 jMonkeyEngine
+ * Copyright (c) 2009-2018 jMonkeyEngine
  * All rights reserved.
  *
  * Redistribution and use in source and binary forms, with or without
@@ -266,7 +266,7 @@ public class TangentBinormalGenerator {
         return vertices;
     }
     
-    //Don't remove splitmirorred boolean,It's not used right now, but i intend to
+    //Don't remove splitmirorred boolean,It's not used right now, but I intend to
     //make this method also split vertice with rotated tangent space and I'll
     //add another splitRotated boolean 
     private static List<VertexData> splitVertices(Mesh mesh, List<VertexData> vertexData, boolean splitMirorred) {

+ 2 - 2
jme3-core/src/main/java/com/jme3/util/clone/JmeCloneable.java

@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2016 jMonkeyEngine
+ * Copyright (c) 2016-2018 jMonkeyEngine
  * All rights reserved.
  *
  * Redistribution and use in source and binary forms, with or without
@@ -88,7 +88,7 @@ public interface JmeCloneable extends Cloneable {
      *
      *  @param cloner The cloner that is performing the cloning operation.  The 
      *              cloneFields method can call back into the cloner to make
-     *              clones if its subordinate fields.     
+     *              clones of its subordinate fields.     
      *  @param original The original object from which this object was cloned.
      *              This is provided for the very rare case that this object needs
      *              to refer to its original for some reason.  In general, all of

+ 1 - 1
jme3-core/src/main/java/com/jme3/util/mikktspace/MikktspaceTangentGenerator.java

@@ -950,7 +950,7 @@ public class MikktspaceTangentGenerator {
         }
         if ((pMyTriInfo.flag & GROUP_WITH_ANY) != 0) {
             // first to group with a group-with-anything triangle
-            // determines it's orientation.
+            // determines its orientation.
             // This is the only existing order dependency in the code!!
             if (pMyTriInfo.assignedGroup[0] == null
                     && pMyTriInfo.assignedGroup[1] == null

+ 2 - 2
jme3-core/src/plugins/java/com/jme3/export/binary/BinaryInputCapsule.java

@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2009-2012 jMonkeyEngine
+ * Copyright (c) 2009-2018 jMonkeyEngine
  * All rights reserved.
  *
  * Redistribution and use in source and binary forms, with or without
@@ -975,7 +975,7 @@ final class BinaryInputCapsule implements InputCapsule {
     /*
      * UTF-8 crash course:
      *
-     * UTF-8 codepoints map to UTF-16 codepoints and vv, which is what Java uses for it's Strings.
+     * UTF-8 codepoints map to UTF-16 codepoints and vv, which is what Java uses for its Strings.
      * (so a UTF-8 codepoint can contain all possible values for a Java char)
      *
      * A UTF-8 codepoint can be 1, 2 or 3 bytes long. How long a codepint is can be told by reading the first byte:

+ 2 - 2
jme3-core/src/plugins/java/com/jme3/material/plugins/J3MLoader.java

@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2009-2012 jMonkeyEngine
+ * Copyright (c) 2009-2018 jMonkeyEngine
  * All rights reserved.
  *
  * Redistribution and use in source and binary forms, with or without
@@ -932,7 +932,7 @@ public class J3MLoader implements AssetLoader {
     }
 
     /**
-     * Internal object used for holding a {@link com.jme3.material.plugins.J3MLoader.TextureOption} and it's value. Also
+     * Internal object used for holding a {@link com.jme3.material.plugins.J3MLoader.TextureOption} and its value. Also
      * contains a couple of convenience methods for applying the TextureOption to either a TextureKey or a Texture.
      */
     private static class TextureOptionValue {

+ 4 - 4
jme3-core/src/plugins/java/com/jme3/texture/plugins/TGALoader.java

@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2009-2012 jMonkeyEngine
+ * Copyright (c) 2009-2018 jMonkeyEngine
  * All rights reserved.
  *
  * Redistribution and use in source and binary forms, with or without
@@ -312,7 +312,7 @@ public final class TGALoader implements AssetLoader {
                                 rawData[rawDataIndex++] = alpha;
                             }
                         } else {
-                            // Its not RLE packed, but the next <count> pixels are raw.
+                            // It's not RLE packed, but the next <count> pixels are raw.
                             j += count;
                             while (count-- >= 0) {
                                 blue = dis.readByte();
@@ -349,7 +349,7 @@ public final class TGALoader implements AssetLoader {
                                 rawData[rawDataIndex++] = blue;
                             }
                         } else {
-                            // Its not RLE packed, but the next <count> pixels are raw.
+                            // It's not RLE packed, but the next <count> pixels are raw.
                             j += count;
                             while (count-- >= 0) {
                                 blue = dis.readByte();
@@ -388,7 +388,7 @@ public final class TGALoader implements AssetLoader {
                                 rawData[rawDataIndex++] = blue;
                             }
                         } else {
-                            // Its not RLE packed, but the next <count> pixels are raw.
+                            // It's not RLE packed, but the next <count> pixels are raw.
                             j += count;
                             while (count-- >= 0) {
                                 data[1] = dis.readByte();

+ 4 - 4
jme3-core/src/plugins/java/com/jme3/texture/plugins/ktx/KTXLoader.java

@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2009-2015 jMonkeyEngine
+ * Copyright (c) 2009-2018 jMonkeyEngine
  * All rights reserved.
  *
  * Redistribution and use in source and binary forms, with or without
@@ -166,9 +166,9 @@ public class KTXLoader implements AssetLoader {
             int offset = 0;
             //iterate over data
             for (int mipLevel = 0; mipLevel < numberOfMipmapLevels; mipLevel++) {
-                //size of the image in byte.
+                //size of the image in bytes.
                 //this value is bogus in many example, when using mipmaps.
-                //instead we compute the theorical size and display a warning when it does not match.
+                //instead we compute the theoretical size and display a warning when it does not match.
                 int fileImageSize = in.readInt();
                 
                 int width = Math.max(1, pixelWidth >> mipLevel);
@@ -312,7 +312,7 @@ public class KTXLoader implements AssetLoader {
     }
 
     /**
-     * Chacks the file id
+     * Checks the file id
      * @param b
      * @return 
      */