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Created clickable links out of http mentions in all jME3 Javadoc

git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@8465 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
sky..ok 14 年之前
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84116c85f8

+ 2 - 1
engine/src/android/jme3tools/android/Fixed.java

@@ -8,7 +8,8 @@ import java.util.Random;
  *	</code>, which would also require <code>SIN_PRECALC</code> and <code>
  *	COS_PRECALC</code> updating).
  *
- *  http://blog.numfum.com/2007/09/java-fixed-point-maths.html
+ *  <p><a href="http://blog.numfum.com/2007/09/java-fixed-point-maths.html">
+ *  http://blog.numfum.com/2007/09/java-fixed-point-maths.html</a></p>
  *
  *	@version 1.0
  *	@author CW

+ 2 - 1
engine/src/core/com/jme3/bounding/BoundingBox.java

@@ -777,7 +777,8 @@ public class BoundingBox extends BoundingVolume {
     }
 
     /**
-     * C code ported from http://www.cs.lth.se/home/Tomas_Akenine_Moller/code/tribox3.txt
+     * C code ported from <a href="http://www.cs.lth.se/home/Tomas_Akenine_Moller/code/tribox3.txt">
+     * http://www.cs.lth.se/home/Tomas_Akenine_Moller/code/tribox3.txt</a>
      *
      * @param v1 The first point in the triangle
      * @param v2 The second point in the triangle

+ 4 - 3
engine/src/core/com/jme3/bounding/BoundingSphere.java

@@ -179,9 +179,10 @@ public class BoundingSphere extends BoundingVolume {
 
     /**
      * Calculates a minimum bounding sphere for the set of points. The algorithm
-     * was originally found at
-     * http://www.flipcode.com/cgi-bin/msg.cgi?showThread=COTD-SmallestEnclosingSpheres&forum=cotd&id=-1
-     * in C++ and translated to java by Cep21
+     * was originally found in C++ at
+     * <p><a href="http://www.flipcode.com/cgi-bin/msg.cgi?showThread=COTD-SmallestEnclosingSpheres&forum=cotd&id=-1">
+     * http://www.flipcode.com/cgi-bin/msg.cgi?showThread=COTD-SmallestEnclosingSpheres&forum=cotd&id=-1</a><br><strong>broken link</strong></p>
+     * <p>and translated to java by Cep21</p>
      *
      * @param points
      *            The points to calculate the minimum bounds from.

+ 2 - 1
engine/src/core/com/jme3/input/TouchInput.java

@@ -83,7 +83,8 @@ public interface TouchInput extends Input {
     
     /**
      * Set if historic android events should be transmitted, can be used to get better performance and less mem
-     * see: <link>http://developer.android.com/reference/android/view/MotionEvent.html#getHistoricalX%28int,%20int%29</link> 
+     * @see <a href="http://developer.android.com/reference/android/view/MotionEvent.html#getHistoricalX%28int,%20int%29">
+     * http://developer.android.com/reference/android/view/MotionEvent.html#getHistoricalX%28int,%20int%29</a>
      * @param dontSendHistory turn of historic events if true, false else and default
      */
     public void setOmitHistoricEvents(boolean dontSendHistory);

+ 2 - 1
engine/src/core/com/jme3/math/FastMath.java

@@ -933,7 +933,8 @@ final public class FastMath {
      * Converts a single precision (32 bit) floating point value
      * into half precision (16 bit).
      *
-     * Source: http://www.fox-toolkit.org/ftp/fasthalffloatconversion.pdf
+     * <p>Source: <a href="http://www.fox-toolkit.org/ftp/fasthalffloatconversion.pdf">
+     * http://www.fox-toolkit.org/ftp/fasthalffloatconversion.pdf</a><br><strong>broken link</strong>
      *
      * @param half The half floating point value as a short.
      * @return floating point value of the half.

+ 2 - 2
engine/src/core/com/jme3/math/Quaternion.java

@@ -240,7 +240,7 @@ public final class Quaternion implements Savable, Cloneable, java.io.Serializabl
      * <code>fromAngles</code> builds a Quaternion from the Euler rotation
      * angles (y,r,p). Note that we are applying in order: roll, pitch, yaw but
      * we've ordered them in x, y, and z for convenience.
-     * See: http://www.euclideanspace.com/maths/geometry/rotations/conversions/eulerToQuaternion/index.htm
+     * @see <a href="http://www.euclideanspace.com/maths/geometry/rotations/conversions/eulerToQuaternion/index.htm">http://www.euclideanspace.com/maths/geometry/rotations/conversions/eulerToQuaternion/index.htm</a>
      * 
      * @param yaw
      *            the Euler yaw of rotation (in radians). (aka Bank, often rot
@@ -283,7 +283,7 @@ public final class Quaternion implements Savable, Cloneable, java.io.Serializabl
     /**
      * <code>toAngles</code> returns this quaternion converted to Euler
      * rotation angles (yaw,roll,pitch).<br/>
-     * See http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToEuler/index.htm
+     * @see <a href="http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToEuler/index.htm">http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToEuler/index.htm</a>
      * 
      * @param angles
      *            the float[] in which the angles should be stored, or null if

+ 5 - 3
engine/src/core/com/jme3/renderer/Camera.java

@@ -381,9 +381,11 @@ public class Camera implements Savable, Cloneable {
      * The cliPlane is used to recompute the projectionMatrix using the plane as the near plane
      * This technique is known as the oblique near-plane clipping method introduced by Eric Lengyel
      * more info here
-     * http://www.terathon.com/code/oblique.html
-     * http://aras-p.info/texts/obliqueortho.html
-     * http://hacksoflife.blogspot.com/2008/12/every-now-and-then-i-come-across.html
+     * <ul>
+     * <li><a href="http://www.terathon.com/code/oblique.html">http://www.terathon.com/code/oblique.html</a>
+     * <li><a href="http://aras-p.info/texts/obliqueortho.html">http://aras-p.info/texts/obliqueortho.html</a>
+     * <li><a href="http://hacksoflife.blogspot.com/2008/12/every-now-and-then-i-come-across.html">http://hacksoflife.blogspot.com/2008/12/every-now-and-then-i-come-across.html</a>
+     * </ul>
      *
      * Note that this will work properly only if it's called on each update, and be aware that it won't work properly with the sky bucket.
      * if you want to handle the sky bucket, look at how it's done in SimpleWaterProcessor.java

+ 1 - 1
engine/src/core/com/jme3/system/AppSettings.java

@@ -540,7 +540,7 @@ public final class AppSettings extends HashMap<String, Object> {
     /**
      * Enable 3D stereo.
      * <p>This feature requires hardware support from the GPU driver. 
-     * See: http://en.wikipedia.org/wiki/Quad_buffering<br>
+     * @see <a href="http://en.wikipedia.org/wiki/Quad_buffering">http://en.wikipedia.org/wiki/Quad_buffering</a><br>
      * Once enabled, filters or scene processors that handle 3D stereo rendering
      * could use this feature to render using hardware 3D stereo.</p>
      * (Default: false)

+ 1 - 2
engine/src/core/com/jme3/util/IntMap.java

@@ -38,9 +38,8 @@ import java.util.Map;
 
 /**
  * Similar to a {@link Map} except that ints are used as keys.
- * @see Map
  * 
- * Taken from http://code.google.com/p/skorpios/
+ * Taken from <a href="http://code.google.com/p/skorpios/">http://code.google.com/p/skorpios/</a>
  * 
  * @author Nate 
  */

+ 1 - 1
engine/src/desktop-fx/com/jme3/post/filters/BloomFilter.java

@@ -50,7 +50,7 @@ import java.util.ArrayList;
  * There are 2 mode : Scene and Objects.<br>
  * Scene mode extracts the bright parts of the scene to make them glow<br>
  * Object mode make objects glow according to their material's glowMap or their GlowColor<br>
- * see {@link http://jmonkeyengine.org/wiki/doku.php/jme3:advanced:bloom_and_glow} for more details
+ * @see <a href="http://jmonkeyengine.org/wiki/doku.php/jme3:advanced:bloom_and_glow">advanced:bloom_and_glow</a> for more details
  * 
  * @author Rémy Bouquet aka Nehon
  */

+ 1 - 1
engine/src/desktop-fx/com/jme3/post/filters/CrossHatchFilter.java

@@ -38,7 +38,7 @@ import com.jme3.post.Filter;
 import com.jme3.renderer.RenderManager;
 import com.jme3.renderer.ViewPort;
 
-/*
+/**
  * A Post Processing filter that makes the screen look like it was drawn as
  * diagonal lines with a pen.
  * Try combining this with a cartoon edge filter to obtain manga style visuals.

+ 1 - 1
engine/src/desktop-fx/com/jme3/post/filters/FadeFilter.java

@@ -47,7 +47,7 @@ import java.io.IOException;
  * Fade Filter allows you to make an animated fade effect on a scene.
  * @author Rémy Bouquet aka Nehon
  * implemented from boxjar implementation
- * see http://jmonkeyengine.org/groups/graphics/forum/topic/newbie-question-general-fade-inout-effect/#post-105559
+ * @see <a href="http://jmonkeyengine.org/groups/graphics/forum/topic/newbie-question-general-fade-inout-effect/#post-105559">http://jmonkeyengine.org/groups/graphics/forum/topic/newbie-question-general-fade-inout-effect/#post-105559</a>
  */
 public class FadeFilter extends Filter {
 

+ 5 - 5
engine/src/desktop-fx/com/jme3/post/ssao/SSAOFilter.java

@@ -52,9 +52,9 @@ import java.util.ArrayList;
 
 /**
  * SSAO stands for screen space ambient occlusion
- * It's a technique that fake ambient lighting by computind shadows that near by objects would casts on each others 
+ * It's a technique that fake ambient lighting by computing shadows that near by objects would casts on each others 
  * under the effect of an ambient light
- * more info on this in this blog post http://jmonkeyengine.org/2010/08/16/screen-space-ambient-occlusion-for-jmonkeyengine-3-0/
+ * more info on this in this blog post <a href="http://jmonkeyengine.org/2010/08/16/screen-space-ambient-occlusion-for-jmonkeyengine-3-0/">http://jmonkeyengine.org/2010/08/16/screen-space-ambient-occlusion-for-jmonkeyengine-3-0/</a>
  * 
  * @author Rémy Bouquet aka Nehon
  */
@@ -77,14 +77,14 @@ public class SSAOFilter extends Filter {
     private float downSampleFactor = 1f;
 
     /**
-     * Create a Screen Space Ambiant Occlusion Filter
+     * Create a Screen Space Ambient Occlusion Filter
      */
     public SSAOFilter() {
         super("SSAOFilter");
     }
 
     /**
-     * Create a Screen Space Ambiant Occlusion Filter
+     * Create a Screen Space Ambient Occlusion Filter
      * @param sampleRadius The radius of the area where random samples will be picked. default 5.1f
      * @param intensity intensity of the resulting AO. default 1.2f
      * @param scale distance between occluders and occludee. default 0.2f
@@ -255,7 +255,7 @@ public class SSAOFilter extends Filter {
 
     /**
      * 
-     * Returns the distance between occluders and occludee. dafault 0.2f
+     * Returns the distance between occluders and occludee. default 0.2f
      * @param scale 
      */
     public void setScale(float scale) {

+ 2 - 2
engine/src/desktop-fx/com/jme3/shadow/PssmShadowRenderer.java

@@ -61,7 +61,7 @@ import com.jme3.ui.Picture;
  * 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
  * more informations on this read this
- * http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html<br>
+ * <a 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
  */
@@ -143,7 +143,7 @@ public class PssmShadowRenderer implements SceneProcessor {
 
     /**
      * Create a PSSM Shadow Renderer 
-     * More info on the technique at http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html
+     * More info on the technique at <a href="http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html">http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html</a>
      * @param manager the application asset manager
      * @param size the size of the rendered shadowmaps (512,1024,2048, etc...)
      * @param nbSplits the number of shadow maps rendered (the more shadow maps the more quality, the less fps). 

+ 5 - 3
engine/src/desktop-fx/com/jme3/shadow/PssmShadowUtil.java

@@ -44,9 +44,11 @@ import static java.lang.Math.*;
 /**
  * Includes various useful shadow mapping functions.
  *
- * See:
- * http://appsrv.cse.cuhk.edu.hk/~fzhang/pssm_vrcia/
- * http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html
+ * @see
+ * <ul>
+ * <li><a href="http://appsrv.cse.cuhk.edu.hk/~fzhang/pssm_vrcia/">http://appsrv.cse.cuhk.edu.hk/~fzhang/pssm_vrcia/</a></li>
+ * <li><a href="http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html">http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html</a></li>
+ * </ul>
  * for more info.
  */
 public final class PssmShadowUtil {

+ 5 - 3
engine/src/desktop-fx/com/jme3/shadow/ShadowUtil.java

@@ -49,9 +49,11 @@ import static java.lang.Math.*;
 /**
  * Includes various useful shadow mapping functions.
  *
- * See: 
- * http://appsrv.cse.cuhk.edu.hk/~fzhang/pssm_vrcia/
- * http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html
+ * @see
+ * <ul>
+ * <li><a href="http://appsrv.cse.cuhk.edu.hk/~fzhang/pssm_vrcia/">http://appsrv.cse.cuhk.edu.hk/~fzhang/pssm_vrcia/</a></li>
+ * <li><a href="http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html">http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html</a></li>
+ * </ul>
  * for more info.
  */
 public class ShadowUtil {

+ 1 - 1
engine/src/desktop-fx/com/jme3/water/WaterFilter.java

@@ -61,7 +61,7 @@ import java.io.IOException;
 /**
  * The WaterFilter is a 2D post process that simulate water.
  * It renders water above and under water.
- * See this blog post for more info http://jmonkeyengine.org/2011/01/15/new-advanced-water-effect-for-jmonkeyengine-3/
+ * See this blog post for more info <a href="http://jmonkeyengine.org/2011/01/15/new-advanced-water-effect-for-jmonkeyengine-3/">http://jmonkeyengine.org/2011/01/15/new-advanced-water-effect-for-jmonkeyengine-3/</a>
  * 
  * 
  * @author Rémy Bouquet aka Nehon

+ 1 - 1
engine/src/lwjgl-ogl/com/jme3/system/lwjgl/LwjglCanvas.java

@@ -291,7 +291,7 @@ public class LwjglCanvas extends LwjglAbstractDisplay implements JmeCanvasContex
     
     /**
      * It seems it is best to use one pixel format for all shared contexts.
-     * See http://developer.apple.com/library/mac/#qa/qa1248/_index.html.
+     * @see <a href="http://developer.apple.com/library/mac/#qa/qa1248/_index.html">http://developer.apple.com/library/mac/#qa/qa1248/_index.html</a>
      */
     protected PixelFormat acquirePixelFormat(boolean forPbuffer){
         if (forPbuffer){