Selaa lähdekoodia

correct more typographical errors in comments

Stephen Gold 7 vuotta sitten
vanhempi
commit
bc624f1f73

+ 2 - 2
jme3-bullet/src/main/java/com/jme3/bullet/PhysicsSpace.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
@@ -954,7 +954,7 @@ public class PhysicsSpace {
      * determinism in physics. For example a maximum number of 2 can compensate
      * for framerates as low as 30fps when the physics has the default accuracy
      * of 60 fps. Note that setting this value too high can make the physics
-     * drive down its own fps in case its overloaded.
+     * drive down its own fps in case it's overloaded.
      *
      * @param steps The maximum number of extra steps, default is 4.
      */

+ 2 - 2
jme3-core/src/main/java/com/jme3/system/JmeSystem.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
@@ -122,7 +122,7 @@ public class JmeSystem {
      * Compresses a raw image into a stream.
      * 
      * The encoding is performed via system libraries. On desktop, the encoding
-     * is performed via ImageIO, whereas on Android, is is done via the 
+     * is performed via ImageIO, whereas on Android, is done via the 
      * Bitmap class.
      * 
      * @param outStream The stream where to write the image data.

+ 3 - 3
jme3-examples/src/main/java/jme3test/helloworld/HelloPhysics.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
@@ -204,12 +204,12 @@ public class HelloPhysics extends SimpleApplication {
     rootNode.attachChild(ball_geo);
     /** Position the cannon ball  */
     ball_geo.setLocalTranslation(cam.getLocation());
-    /** Make the ball physcial with a mass > 0.0f */
+    /** Make the ball physical with a mass > 0.0f */
     ball_phy = new RigidBodyControl(1f);
     /** Add physical ball to physics space. */
     ball_geo.addControl(ball_phy);
     bulletAppState.getPhysicsSpace().add(ball_phy);
-    /** Accelerate the physcial ball to shoot it. */
+    /** Accelerate the physical ball to shoot it. */
     ball_phy.setLinearVelocity(cam.getDirection().mult(25));
   }
 

+ 2 - 2
jme3-jbullet/src/main/java/com/jme3/bullet/PhysicsSpace.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
@@ -827,7 +827,7 @@ public class PhysicsSpace {
      * when the fps is below the physics fps. Doing this maintains determinism in physics.
      * For example a maximum number of 2 can compensate for framerates as low as 30fps
      * when the physics has the default accuracy of 60 fps. Note that setting this
-     * value too high can make the physics drive down its own fps in case its overloaded.
+     * value too high can make the physics drive down its own fps in case it's overloaded.
      * @param steps The maximum number of extra steps, default is 4.
      */
     public void setMaxSubSteps(int steps) {

+ 2 - 2
jme3-networking/src/main/java/com/jme3/network/base/KernelAdapter.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
@@ -152,7 +152,7 @@ public class KernelAdapter extends Thread
      *  than for any user-code safety.  99% of the time the user code should
      *  be writing for multithreaded access anyway.
      *
-     *  <p>The issue with the messages is that if a an implementation is
+     *  <p>The issue with the messages is that if an implementation is
      *  using a general thread pool then it would be possible for a 
      *  naive implementation to have one thread grab an Envelope from
      *  connection 1's and another grab the next Envelope.  Since an Envelope

+ 1 - 1
jme3-networking/src/main/java/com/jme3/network/service/rmi/RmiHostedService.java

@@ -150,7 +150,7 @@ public class RmiHostedService extends AbstractHostedService {
      *  Set to true if all new connections should automatically have RMI hosting started.
      *  Set to false if the game-specific connection setup will call startHostingOnConnection()
      *  after some connection setup is done (for example, logging in).  Note: generally
-     *  is is safe to autohost RMI as long as callers are careful about what they've added
+     *  is safe to autohost RMI as long as callers are careful about what they've added
      *  using shareGlobal().  One reasonable use-case is to shareGlobal() some kind of login
      *  service and nothing else.  All other shared objects would then be added as connection
      *  specific objects during successful login processing. 

+ 2 - 2
jme3-plugins/src/fbx/java/com/jme3/scene/plugins/fbx/SceneLoader.java

@@ -72,7 +72,7 @@ public class SceneLoader implements AssetLoader {
 	// Scene objects
 	private Map<Long, FbxObject> allObjects = new HashMap<>(); // All supported FBX objects
 	private Map<Long, FbxSkin> skinMap = new HashMap<>(); // Skin for bone clusters
-	private Map<Long, FbxObject> alayerMap = new HashMap<>(); // Amination layers
+	private Map<Long, FbxObject> alayerMap = new HashMap<>(); // Animation layers
 	public Map<Long, FbxNode> modelMap = new HashMap<>(); // Nodes
 	private Map<Long, FbxNode> limbMap = new HashMap<>(); // Nodes that are actually bones
 	private Map<Long, FbxBindPose> bindMap = new HashMap<>(); // Node bind poses
@@ -309,7 +309,7 @@ public class SceneLoader implements AssetLoader {
 				animList.add(layer.name, layer.name, 0, -1);
 			}
 		}
-		// Extract aminations
+		// Extract animations
 		HashMap<String, Animation> anims = new HashMap<String, Animation>();
 		for(AnimInverval animInfo : animList.list) {
 			float realLength = 0;

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

@@ -301,7 +301,7 @@ public class VRAppState extends AbstractAppState {
     }
     
     /**
-     * Set the scene observer. The VR headset will be linked to it. If no observer is set, the VR headset is linked to the the application {@link #getCamera() camera}.
+     * Set the scene observer. The VR headset will be linked to it. If no observer is set, the VR headset is linked to the application {@link #getCamera() camera}.
      * @param observer the scene observer.
      */
     public void setObserver(Spatial observer) {