Переглянути джерело

jme3-core: correct some typos in comments

Stephen Gold 4 роки тому
батько
коміт
b0afcfb157

+ 1 - 1
jme3-core/src/main/java/com/jme3/anim/Joint.java

@@ -97,7 +97,7 @@ public class Joint implements Savable, JmeCloneable, HasLocalTransform {
     }
 
     /**
-     * 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();

+ 2 - 2
jme3-core/src/main/java/com/jme3/anim/MorphControl.java

@@ -184,7 +184,7 @@ public class MorphControl extends AbstractControl implements Savable {
 
         MatParam param = mat.getParam("MorphWeights");
         if (param == null) {
-            // init the mat param if it doesn't exists.
+            // init the mat param if it doesn't exist.
             float[] wts = new float[maxGPUTargets];
             mat.setParam("MorphWeights", VarType.FloatArray, wts);
         }
@@ -203,7 +203,7 @@ public class MorphControl extends AbstractControl implements Savable {
                 compilationOk = true;
             } catch (RendererException e) {
                 logger.log(Level.FINE, geom.getName() + ": failed at " + maxGPUTargets);
-                // the compilation failed let's decrement the number of targets an try again.
+                // the compilation failed let's decrement the number of targets and try again.
                 maxGPUTargets--;
             }
         }

+ 1 - 1
jme3-core/src/main/java/com/jme3/anim/SkinningControl.java

@@ -119,7 +119,7 @@ public class SkinningControl extends AbstractControl implements Cloneable, JmeCl
     }
 
     /**
-     * Creates a armature control. The list of targets will be acquired
+     * Creates an armature control. The list of targets will be acquired
      * automatically when the control is attached to a node.
      *
      * @param armature the armature

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

@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2009-2012 jMonkeyEngine
+ * Copyright (c) 2009-2021 jMonkeyEngine
  * All rights reserved.
  *
  * Redistribution and use in source and binary forms, with or without
@@ -52,7 +52,7 @@ public interface AnimEventListener {
     public void onAnimCycleDone(AnimControl control, AnimChannel channel, String animName);
 
     /**
-     * Invoked when a animation is set to play by the user on the given channel.
+     * Invoked when an animation is set to play by the user on the given channel.
      *
      * @param control The control to which the listener is assigned.
      * @param channel The channel being altered

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

@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2009-2012 jMonkeyEngine
+ * Copyright (c) 2009-2021 jMonkeyEngine
  * All rights reserved.
  *
  * Redistribution and use in source and binary forms, with or without
@@ -46,7 +46,7 @@ public enum LoopMode {
     /**
      * The animation will not loop. It will play until the last frame, and then
      * freeze at that frame. It is possible to decide to play a new animation
-     * when that happens by using a AnimEventListener.
+     * when that happens by using an AnimEventListener.
      */
     DontLoop,
 

+ 2 - 2
jme3-core/src/main/java/com/jme3/light/BasicProbeBlendingStrategy.java

@@ -39,8 +39,8 @@ import java.util.List;
  * This strategy returns the closest probe from the rendered object.
  * 
  * This is the most basic strategy : The fastest and the easiest.
- * Though it has severe graphical draw backs as there might be very visible seams
- * on static object and some "poping" on dynamic objects.
+ * Though it has severe graphical drawbacks as there might be very visible seams
+ * on static object and some "popping" on dynamic objects.
  *
  * @author Nehon
  */

+ 1 - 1
jme3-core/src/main/java/com/jme3/light/LightProbe.java

@@ -144,7 +144,7 @@ public class LightProbe extends Light implements Savable {
      * (ie: for 6 mip maps and a radius of 3, sp= 6.3333333)
      * <p>
      * The radius is obvious for a SphereProbeArea,
-     * but in the case of a OrientedBoxProbeArea it's the max of the extent vector's components.
+     * but in the case of an OrientedBoxProbeArea it's the max of the extent vector's components.
      *
      * @return the pre-existing matrix
      */

+ 1 - 1
jme3-core/src/main/java/com/jme3/renderer/opengl/GL.java

@@ -1178,7 +1178,7 @@ public interface GL {
     /**
      * <p><a target="_blank" href="http://docs.gl/gl4/glUniform">Reference Page</a></p>
      * <p>
-     * Specifies the value of a single int uniform variable or a int uniform variable array for the current program object.
+     * Specifies the value of a single int uniform variable or an int uniform variable array for the current program object.
      *
      * @param location the location of the uniform variable to be modified.
      * @param value    a pointer to an array of {@code count} values that will be used to update the specified uniform variable.

+ 1 - 1
jme3-core/src/main/java/com/jme3/shader/Shader.java

@@ -88,7 +88,7 @@ public final class Shader extends NativeObject {
          */
         Geometry("geom"),
         /**
-         * Controls tessellation factor (e.g how often a input patch should be
+         * Controls tessellation factor (e.g how often an input patch should be
          * subdivided)
          */
         TessellationControl("tsctrl"),

+ 1 - 1
jme3-core/src/main/java/com/jme3/shadow/DirectionalLightShadowFilter.java

@@ -44,7 +44,7 @@ import java.io.IOException;
  * This Filter does basically the same as a DirectionalLightShadowRenderer
  * 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 receiving objects. The expense is the draw back
+ * more than about ten shadow receiving objects. The expense is the drawback
  * 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

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

@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2009-2019 jMonkeyEngine
+ * Copyright (c) 2009-2021 jMonkeyEngine
  * All rights reserved.
  *
  * Redistribution and use in source and binary forms, with or without
@@ -44,7 +44,7 @@ import java.io.IOException;
  * This Filter does basically the same as a PointLightShadowRenderer except it
  * 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 receiving objects. The expense is the draw back
+ * more than about ten shadow receiving objects. The expense is the drawback
  * 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

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

@@ -53,8 +53,8 @@ import java.io.IOException;
  * 
  * This Filter does basically the same as a PssmShadowRenderer 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 receiving objects.
- * The expense is the draw back that the shadow Receive mode set on spatial is ignored.
+ * It's mostly faster than PssmShadowRenderer as long as you have more than about ten shadow receiving objects.
+ * The expense is the drawback 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
  * 

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

@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2009-2019 jMonkeyEngine
+ * Copyright (c) 2009-2021 jMonkeyEngine
  * All rights reserved.
  *
  * Redistribution and use in source and binary forms, with or without
@@ -44,7 +44,7 @@ import java.io.IOException;
  * This Filter does basically the same as a SpotLightShadowRenderer 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 receiving objects. The expense is the draw back that
+ * than about ten shadow receiving objects. The expense is the drawback 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

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

@@ -35,7 +35,7 @@ import java.io.*;
 
 /**
  * <code>LittleEndien</code> is a class to read little-endian stored data
- * via a InputStream.  All functions work as defined in DataInput, but
+ * via an InputStream.  All functions work as defined in DataInput, but
  * assume they come from a LittleEndien input stream.  Currently used to read .ms3d and .3ds files.
  * @author Jack Lindamood
  */

+ 1 - 1
jme3-core/src/plugins/java/com/jme3/texture/plugins/DDSLoader.java

@@ -815,7 +815,7 @@ public class DDSLoader implements AssetLoader {
     }
 
     /**
-     * Converts a int representing a FourCC into a String
+     * Converts an int representing a FourCC into a String
      */
     private static String string(int value) {
         StringBuilder buf = new StringBuilder();