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java comments and javadoc (#1663)

* java comments

* resolve merge conflict with commit 07f78592
Stephen Gold 3 rokov pred
rodič
commit
c3fa91c6d3
62 zmenil súbory, kde vykonal 140 pridanie a 140 odobranie
  1. 4 4
      jme3-android-examples/src/main/java/org/jmonkeyengine/jme3androidexamples/CustomArrayAdapter.java
  2. 1 1
      jme3-bullet/src/common/java/com/jme3/bullet/control/BetterCharacterControl.java
  3. 1 1
      jme3-bullet/src/common/java/com/jme3/bullet/debug/BulletDebugAppState.java
  4. 1 1
      jme3-core/src/main/java/com/jme3/anim/AnimationMask.java
  5. 1 1
      jme3-core/src/main/java/com/jme3/anim/Armature.java
  6. 1 1
      jme3-core/src/main/java/com/jme3/anim/tween/action/BlendAction.java
  7. 1 1
      jme3-core/src/main/java/com/jme3/animation/AnimChannel.java
  8. 1 1
      jme3-core/src/main/java/com/jme3/animation/AnimControl.java
  9. 3 3
      jme3-core/src/main/java/com/jme3/animation/Animation.java
  10. 2 2
      jme3-core/src/main/java/com/jme3/animation/AudioTrack.java
  11. 6 6
      jme3-core/src/main/java/com/jme3/animation/Bone.java
  12. 1 1
      jme3-core/src/main/java/com/jme3/animation/ClonableTrack.java
  13. 2 2
      jme3-core/src/main/java/com/jme3/app/BasicProfiler.java
  14. 2 2
      jme3-core/src/main/java/com/jme3/app/state/AppStateManager.java
  15. 1 1
      jme3-core/src/main/java/com/jme3/asset/AssetEventListener.java
  16. 1 1
      jme3-core/src/main/java/com/jme3/asset/AssetKey.java
  17. 1 1
      jme3-core/src/main/java/com/jme3/asset/AssetLocator.java
  18. 1 1
      jme3-core/src/main/java/com/jme3/asset/AssetProcessor.java
  19. 3 3
      jme3-core/src/main/java/com/jme3/asset/cache/AssetCache.java
  20. 1 1
      jme3-core/src/main/java/com/jme3/audio/AudioData.java
  21. 1 1
      jme3-core/src/main/java/com/jme3/audio/AudioNode.java
  22. 5 5
      jme3-core/src/main/java/com/jme3/audio/openal/AL.java
  23. 2 2
      jme3-core/src/main/java/com/jme3/audio/openal/ALAudioRenderer.java
  24. 1 1
      jme3-core/src/main/java/com/jme3/bounding/BoundingBox.java
  25. 1 1
      jme3-core/src/main/java/com/jme3/bounding/BoundingSphere.java
  26. 2 2
      jme3-core/src/main/java/com/jme3/cinematic/Cinematic.java
  27. 1 1
      jme3-core/src/main/java/com/jme3/cinematic/events/CinematicEvent.java
  28. 1 1
      jme3-core/src/main/java/com/jme3/effect/influencers/DefaultParticleInfluencer.java
  29. 2 2
      jme3-core/src/main/java/com/jme3/environment/util/CubeMapWrapper.java
  30. 3 3
      jme3-core/src/main/java/com/jme3/font/BitmapFont.java
  31. 1 1
      jme3-core/src/main/java/com/jme3/font/BitmapTextPage.java
  32. 1 1
      jme3-core/src/main/java/com/jme3/input/ChaseCamera.java
  33. 3 3
      jme3-core/src/main/java/com/jme3/opencl/Context.java
  34. 12 12
      jme3-core/src/main/java/com/jme3/renderer/Camera.java
  35. 1 1
      jme3-core/src/main/java/com/jme3/scene/shape/Curve.java
  36. 4 4
      jme3-core/src/main/java/com/jme3/scene/shape/Cylinder.java
  37. 6 6
      jme3-core/src/main/java/com/jme3/shader/BufferObject.java
  38. 1 1
      jme3-core/src/main/java/com/jme3/shadow/BasicShadowRenderer.java
  39. 5 5
      jme3-core/src/main/java/com/jme3/system/AppSettings.java
  40. 1 1
      jme3-core/src/main/java/com/jme3/util/ListSort.java
  41. 3 3
      jme3-core/src/main/java/com/jme3/util/clone/Cloner.java
  42. 4 4
      jme3-core/src/plugins/java/com/jme3/material/plugins/ConditionParser.java
  43. 1 1
      jme3-core/src/plugins/java/com/jme3/texture/plugins/DDSLoader.java
  44. 3 3
      jme3-core/src/test/java/com/jme3/collision/BoundingCollisionTest.java
  45. 1 1
      jme3-core/src/test/java/com/jme3/collision/CollisionUtil.java
  46. 2 2
      jme3-desktop/src/main/java/com/jme3/cursors/plugins/CursorLoader.java
  47. 1 1
      jme3-desktop/src/main/java/com/jme3/system/AWTFrameProcessor.java
  48. 2 2
      jme3-effects/src/main/java/com/jme3/post/filters/ComposeFilter.java
  49. 2 2
      jme3-jbullet/src/main/java/com/jme3/bullet/util/DebugShapeFactory.java
  50. 1 1
      jme3-networking/src/main/java/com/jme3/network/base/ConnectorAdapter.java
  51. 1 1
      jme3-networking/src/main/java/com/jme3/network/base/DefaultClient.java
  52. 1 1
      jme3-networking/src/main/java/com/jme3/network/kernel/AbstractKernel.java
  53. 2 2
      jme3-networking/src/main/java/com/jme3/network/service/rmi/ClassInfoRegistry.java
  54. 1 1
      jme3-networking/src/main/java/com/jme3/network/util/AbstractMessageDelegator.java
  55. 10 10
      jme3-terrain/src/main/java/com/jme3/terrain/heightmap/AbstractHeightMap.java
  56. 1 1
      jme3-terrain/src/main/java/com/jme3/terrain/heightmap/CombinerHeightMap.java
  57. 1 1
      jme3-terrain/src/main/java/com/jme3/terrain/noise/Basis.java
  58. 1 1
      jme3-terrain/src/test/java/com/jme3/terrain/collision/BaseAWTTest.java
  59. 1 1
      jme3-terrain/src/test/java/com/jme3/terrain/collision/BaseTest.java
  60. 2 2
      jme3-vr/src/main/java/com/jme3/input/vr/AbstractVRViewManager.java
  61. 2 2
      jme3-vr/src/main/java/com/jme3/shadow/AbstractShadowFilterVR.java
  62. 8 8
      jme3-vr/src/main/java/com/jme3/shadow/AbstractShadowRendererVR.java

+ 4 - 4
jme3-android-examples/src/main/java/org/jmonkeyengine/jme3androidexamples/CustomArrayAdapter.java

@@ -23,11 +23,11 @@ public class CustomArrayAdapter extends ArrayAdapter<String> {
     private int selectedPosition = -1;
     /* Background Color of selected item */
     private int selectedBackgroundColor = 0xffff00;
-    /* Background Color of non selected item */
+    /* Background Color of non-selected items */
     private int nonselectedBackgroundColor = 0x000000;
     /* Background Drawable Resource ID of selected item */
     private int selectedBackgroundResource = 0;
-    /* Background Drawable Resource ID of non selected items */
+    /* Background Drawable Resource ID of non-selected items */
     private int nonselectedBackgroundResource = 0;
 
     /* Variables to support list filtering */
@@ -53,7 +53,7 @@ public class CustomArrayAdapter extends ArrayAdapter<String> {
         this.selectedBackgroundColor = selectedBackgroundColor;
     }
 
-    /** Setter for non selected background color */
+    /** Setter for non-selected background color */
     public void setNonSelectedBackgroundColor(int nonselectedBackgroundColor) {
         this.nonselectedBackgroundColor = nonselectedBackgroundColor;
     }
@@ -63,7 +63,7 @@ public class CustomArrayAdapter extends ArrayAdapter<String> {
         this.selectedBackgroundResource = selectedBackgroundResource;
     }
 
-    /** Setter for non selected background resource id*/
+    /** Setter for non-selected background resource id*/
     public void setNonSelectedBackgroundResource(int nonselectedBackgroundResource) {
         this.nonselectedBackgroundResource = nonselectedBackgroundResource;
     }

+ 1 - 1
jme3-bullet/src/common/java/com/jme3/bullet/control/BetterCharacterControl.java

@@ -308,7 +308,7 @@ public class BetterCharacterControl extends AbstractPhysicsControl implements Ph
      * Toggle character ducking. When ducked the characters capsule collision
      * shape height will be multiplied by duckedFactor to make the capsule
      * smaller. When unducking, the character will check with a ray test if it
-     * can in fact unduck and only do so when its possible. You can test the
+     * can in fact unduck and only do so when it's possible. You can test the
      * state using isDucked().
      *
      * @param enabled true&rarr;duck, false&rarr;unduck

+ 1 - 1
jme3-bullet/src/common/java/com/jme3/bullet/debug/BulletDebugAppState.java

@@ -144,7 +144,7 @@ public class BulletDebugAppState extends AbstractAppState {
     /**
      * Alter which objects are visualized.
      *
-     * @param filter the desired filter, or or null to visualize all objects
+     * @param filter the desired filter, or null to visualize all objects
      */
     public void setFilter(DebugAppStateFilter filter) {
         this.filter = filter;

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

@@ -39,7 +39,7 @@ package com.jme3.anim;
 public interface AnimationMask {
 
     /**
-     * Test whether the animation should applied to the specified element.
+     * Test whether the animation should be applied to the specified element.
      *
      * @param target the target element
      * @return true if animation should be applied, otherwise false

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

@@ -226,7 +226,7 @@ public class Armature implements JmeCloneable, Savable {
     }
 
     /**
-     * This methods sets this armature in its bind pose (aligned with the mesh to deform)
+     * This method sets this armature to its bind pose (aligned with the mesh to deform).
      * Note that this is only useful for debugging purpose.
      */
     public void applyBindPose() {

+ 1 - 1
jme3-core/src/main/java/com/jme3/anim/tween/action/BlendAction.java

@@ -57,7 +57,7 @@ public class BlendAction extends BlendableAction {
         firstActiveAction.setCollectTransformDelegate(this);
         secondActiveAction.setCollectTransformDelegate(this);
 
-        //only interpolate the first action if the weight if below 1.
+        // Only interpolate the first action if the weight is below 1.
         if (blendWeight < 1f) {
             firstActiveAction.setWeight(1f);
             firstActiveAction.interpolate(t * timeFactor[firstActiveIndex]);

+ 1 - 1
jme3-core/src/main/java/com/jme3/animation/AnimChannel.java

@@ -38,7 +38,7 @@ import java.util.BitSet;
 
 /**
  * <code>AnimChannel</code> provides controls, such as play, pause,
- * fast forward, etc, for an animation. The animation
+ * fast forward, etcetera, for an animation. The animation
  * channel may influence the entire model or specific bones of the model's
  * skeleton. A single model may have multiple animation channels influencing
  * various parts of its body. For example, a character model may have an

+ 1 - 1
jme3-core/src/main/java/com/jme3/animation/AnimControl.java

@@ -381,7 +381,7 @@ public final class AnimControl extends AbstractControl implements Cloneable, Jme
 
             // If we find a target mesh array the AnimControl creates the 
             // SkeletonControl for old files and add it to the spatial.        
-            // When backward compatibility won't be needed anymore this can deleted        
+            // When backward compatibility isn't needed anymore, this can be deleted.
             Savable[] sav = in.readSavableArray("targets", null);
             if (sav != null) {
                 // NOTE: allow the targets to be gathered automatically

+ 3 - 3
jme3-core/src/main/java/com/jme3/animation/Animation.java

@@ -225,7 +225,7 @@ public class Animation implements Savable, Cloneable, JmeCloneable {
     @Override   
     public void cloneFields( Cloner cloner, Object original ) {
          
-        // There is some logic here that I'm copying but I'm not sure if
+        // There is some logic here that I'm copying, but I'm not sure if
         // it's a mistake or not.  If a track is not a CloneableTrack then it
         // isn't cloned at all... even though they all implement clone() methods. -pspeed
         SafeArrayList<Track> newTracks = new SafeArrayList<>(Track.class);
@@ -261,8 +261,8 @@ public class Animation implements Savable, Cloneable, JmeCloneable {
 
         Savable[] arr = in.readSavableArray("tracks", null);
         if (arr != null) {
-            // NOTE: Backward compat only .. Some animations have no
-            // tracks set at all even though it makes no sense.
+            // NOTE: Backward compatibility only. Some animations have no
+            // tracks set at all, even though it makes no sense.
             // Since there's a null check in setTime(),
             // it's only appropriate that the check is made here as well.
             tracks = new SafeArrayList<>(Track.class);

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

@@ -44,9 +44,9 @@ import java.util.logging.Logger;
 
 /**
  * AudioTrack is a track to add to an existing animation, to play a sound during
- * an animations for example : gun shot, foot step, shout, etc...
+ * an animations for example : gunshot, footstep, shout, etcetera.
  *
- * usage is
+ * Typical usage is:
  * <pre>
  * AnimControl control model.getControl(AnimControl.class);
  * AudioTrack track = new AudioTrack(existingAudioNode, control.getAnim("TheAnim").getLength());

+ 6 - 6
jme3-core/src/main/java/com/jme3/animation/Bone.java

@@ -170,7 +170,7 @@ public final class Bone implements Savable, JmeCloneable {
         modelBindInverseRot = source.modelBindInverseRot.clone();
         modelBindInverseScale = source.modelBindInverseScale.clone();
 
-        // parent and children will be assigned manually..
+        // Parent and children will be assigned manually.
     }
 
     /**
@@ -476,11 +476,11 @@ public final class Bone implements Savable, JmeCloneable {
             
             
     /**
-     * Updates the model transforms for this bone, and, possibly the attach node
+     * Updates the model transforms for this bone and, possibly, the attachments node
      * if not null.
      * <p>
      * The model transform of this bone is computed by combining the parent's
-     * model transform with this bones' local transform.
+     * model transform with this bone's local transform.
      */
     public final void updateModelTransforms() {
         if (currentWeightSum == 1f) {
@@ -642,7 +642,7 @@ public final class Bone implements Savable, JmeCloneable {
         Quaternion rotate = modelRot.mult(modelBindInverseRot, tmp1);
 
         // Computing translation
-        // Translation depend on rotation and scale
+        // Translation depends on rotation and scale.
         Vector3f translate = modelPos.add(rotate.mult(scale.mult(modelBindInversePos, tmp2), tmp2), tmp2);
 
         // Populating the matrix
@@ -734,7 +734,7 @@ public final class Bone implements Savable, JmeCloneable {
         if (attachNode == null) {
             attachNode = new Node(name + "_attachnode");
             attachNode.setUserData("AttachedBone", this);
-            //We don't want the node to have a numBone set by a parent node so we force it to null
+            //We don't want the node to have NumberOfBones set by a parent node, so we force it to null.
             attachNode.addMatParamOverride(new MatParamOverride(VarType.Int, "NumberOfBones", null));
         }
 
@@ -966,7 +966,7 @@ public final class Bone implements Savable, JmeCloneable {
     /**
      * returns true if this bone can be directly manipulated by the user.
      * @see #setUserControl(boolean)
-     * @return true if can be manipulated
+     * @return true if it can be manipulated
      */
     public boolean hasUserControl(){
         return userControl;

+ 1 - 1
jme3-core/src/main/java/com/jme3/animation/ClonableTrack.java

@@ -63,7 +63,7 @@ public interface ClonableTrack extends Track, JmeCloneable {
     public Track cloneForSpatial(Spatial spatial);
     
     /**
-     * Method responsible of cleaning UserData on referenced Spatials when the Track is deleted
+     * Method responsible for cleaning UserData on referenced Spatials when the Track is deleted
      */
     public void cleanUp();
 }

+ 2 - 2
jme3-core/src/main/java/com/jme3/app/BasicProfiler.java

@@ -81,7 +81,7 @@ public class BasicProfiler implements AppProfiler {
     }
 
     /**
-     *  Sets the number of frames to display and track.  By default
+     *  Sets the number of frames to display and track.  By default,
      *  this is 1280.
      * 
      * @param size the desired number of frames (&ge;0, default=1280)
@@ -107,7 +107,7 @@ public class BasicProfiler implements AppProfiler {
 
     /**
      *  Sets the number of nanoseconds to wait before updating the
-     *  mesh.  By default this is once a millisecond, ie: 1000000 nanoseconds.
+     *  mesh.  By default, this is once a millisecond, i.e. 1000000 nanoseconds.
      * 
      * @param nanos the desired update interval (in nanoseconds, default=1e6)
      */

+ 2 - 2
jme3-core/src/main/java/com/jme3/app/state/AppStateManager.java

@@ -240,7 +240,7 @@ public class AppStateManager {
      *
      * @param <T> the desired type of AppState
      * @param stateClass the desired type of AppState
-     * @param failOnMiss true to thrown an exception, false to return null
+     * @param failOnMiss true to throw an exception, false to return null
      * @return First attached state that is an instance of stateClass. If failOnMiss is true 
      * then an IllegalArgumentException is thrown if the state is not attached.
      */
@@ -254,7 +254,7 @@ public class AppStateManager {
                 }
             }
             
-            // This may be more trouble than it's worth but I think
+            // This may be more trouble than it's worth, but I think
             // it's necessary for proper decoupling of states and provides
             // similar behavior to before where a state could be looked
             // up even if it wasn't initialized. -pspeed

+ 1 - 1
jme3-core/src/main/java/com/jme3/asset/AssetEventListener.java

@@ -51,7 +51,7 @@ public interface AssetEventListener {
     public void assetLoaded(AssetKey key);
 
     /**
-     * Called when an asset has been requested (e.g any of the load*** methods
+     * Called when an asset has been requested (e.g. any of the load*** methods
      * in AssetManager are called).
      * In contrast to the assetLoaded() method, this one will be called even
      * if the asset has failed to load, or if it was retrieved from the cache.

+ 1 - 1
jme3-core/src/main/java/com/jme3/asset/AssetKey.java

@@ -122,7 +122,7 @@ public class AssetKey<T> implements Savable, Cloneable {
 
     /**
      * @return The preferred cache class for this asset type. Specify "null"
-     * if caching is to be disabled. By default the 
+     * if caching is to be disabled. By default, the
      * {@link SimpleAssetCache} is returned.
      */
     public Class<? extends AssetCache> getCacheType(){

+ 1 - 1
jme3-core/src/main/java/com/jme3/asset/AssetLocator.java

@@ -39,7 +39,7 @@ package com.jme3.asset;
 public interface AssetLocator {
     /**
      * @param rootPath The root path where to look for assets.
-     * Typically this method will only be called once per
+     * Typically, this method will only be called once for each
      * instance of an asset locator.
      */
     public void setRootPath(String rootPath);

+ 1 - 1
jme3-core/src/main/java/com/jme3/asset/AssetProcessor.java

@@ -37,7 +37,7 @@ import com.jme3.shader.Shader;
 /**
  * <code>AssetProcessor</code> is used to apply processing to assets
  * after they have been loaded. They are assigned to a particular
- * asset type (which is represented by a {@link Class} and any assets
+ * asset type (which is represented by a {@link Class}) and any assets
  * loaded that are of that class will be processed by the assigned
  * processor.
  * 

+ 3 - 3
jme3-core/src/main/java/com/jme3/asset/cache/AssetCache.java

@@ -56,8 +56,8 @@ public interface AssetCache {
      * Adds an asset to the cache.
      * Once added, it should be possible to retrieve the asset
      * by using the {@link #getFromCache(com.jme3.asset.AssetKey) } method.
-     * However the caching criteria may at some point choose that the asset
-     * should be removed from the cache to save memory, in that case, 
+     * However, the caching criteria may at some point decide that the asset
+     * should be removed from the cache to save memory. In that case,
      * {@link #getFromCache(com.jme3.asset.AssetKey) } will return null.
      * <p>Thread-Safe</p>
      * 
@@ -98,7 +98,7 @@ public interface AssetCache {
      * <p>Thread-Safe</p>
      * 
      * @param <T> The type of the asset to retrieve
-     * @param key The key used to lookup the asset.
+     * @param key The key used to look up the asset.
      * @return The asset that was previously cached, or null if not found.
      */
     public <T> T getFromCache(AssetKey<T> key);

+ 1 - 1
jme3-core/src/main/java/com/jme3/audio/AudioData.java

@@ -92,7 +92,7 @@ public abstract class AudioData extends NativeObject {
     }
 
     /**
-     * Setup the format of the audio data.
+     * Sets the format of the audio data.
      * @param channels # of channels, 1 = mono, 2 = stereo
      * @param bitsPerSample Bits per sample, e.g 8 bits, 16 bits.
      * @param sampleRate Sample rate, 44100, 22050, etc.

+ 1 - 1
jme3-core/src/main/java/com/jme3/audio/AudioNode.java

@@ -785,7 +785,7 @@ public class AudioNode extends Node implements AudioSource {
         // a filter change from one AudioNode when a different AudioNode's
         // filter attributes are updated.
         // Plus if they disable and re-enable the thing using the filter then
-        // the settings get reapplied and it might be surprising to have them
+        // the settings get reapplied, and it might be surprising to have them
         // suddenly be strange.
         // ...so I'll clone them.  -pspeed
         this.dryFilter = cloner.clone(dryFilter);

+ 5 - 5
jme3-core/src/main/java/com/jme3/audio/openal/AL.java

@@ -45,11 +45,11 @@ public interface AL {
     public static final int AL_PITCH = 0x1003;
 
     /**
-     * Specify the current location in three dimensional space. OpenAL, like
-     * OpenGL, uses a right handed coordinate system, where in a frontal default
+     * Specify the current location in three-dimensional space. OpenAL, like
+     * OpenGL, uses a right-handed coordinate system, where in a frontal default
      * view X (thumb) points right, Y points up (index finger), and Z points
-     * towards the viewer/camera (middle finger). To switch from a left handed
-     * coordinate system, flip the sign on the Z coordinate. Listener position
+     * towards the viewer/camera (middle finger). To switch from a left-handed
+     * coordinate system, flip the sign of the Z coordinate. Listener position
      * is always in the world coordinate system.
      */
     public static final int AL_POSITION = 0x1004;
@@ -60,7 +60,7 @@ public interface AL {
     public static final int AL_DIRECTION = 0x1005;
 
     /**
-     * Specify the current velocity in three dimensional space.
+     * Specify the current velocity in three-dimensional space.
      */
     public static final int AL_VELOCITY = 0x1006;
 

+ 2 - 2
jme3-core/src/main/java/com/jme3/audio/openal/ALAudioRenderer.java

@@ -377,12 +377,12 @@ public class ALAudioRenderer implements AudioRenderer, Runnable {
             // There is a race condition in AudioSource that can
             // cause this to be called for a node that has been
             // detached from its channel.  For example, setVolume()
-            // called from the render thread may see that that AudioSource
+            // called from the render thread may see that the AudioSource
             // still has a channel value but the audio thread may
             // clear that channel before setVolume() gets to call
             // updateSourceParam() (because the audio stopped playing
             // on its own right as the volume was set).  In this case, 
-            // it should be safe to just ignore the update
+            // it should be safe to just ignore the update.
             if (src.getChannel() < 0) {
                 return;
             }

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

@@ -943,7 +943,7 @@ public class BoundingBox extends BoundingVolume {
      */
     private boolean clip(float denom, float numer, float[] t) {
         // Return value is 'true' if line segment intersects the current test
-        // plane. Otherwise 'false' is returned in which case the line segment
+        // plane. Otherwise 'false' is returned, in which case the line segment
         // is entirely clipped.
         if (denom > 0.0f) {
             // This is the old if statement...

+ 1 - 1
jme3-core/src/main/java/com/jme3/bounding/BoundingSphere.java

@@ -952,7 +952,7 @@ public class BoundingSphere extends BoundingVolume {
                 return 1;              
             }
  
-            // Finally check each of the triangle corners
+            // Finally, check each of the triangle corners.
             
             // Vert A
             base = a;

+ 2 - 2
jme3-core/src/main/java/com/jme3/cinematic/Cinematic.java

@@ -77,7 +77,7 @@ import java.util.logging.Logger;
  * @see Cinematic#stop()
  *
  * A cinematic is itself a CinematicEvent, meaning you can embed several
- * Cinematics Embed cinematics must not be added to the stateManager though.
+ * Cinematics. Embedded cinematics must not be added to the stateManager though.
  *
  * Cinematic has a way to handle several point of view by creating CameraNode
  * over a cam and activating them on schedule.
@@ -727,7 +727,7 @@ public class Cinematic extends AbstractCinematicEvent implements AppState {
     }
 
     /**
-     * used internally to cleanup the cinematic. Called when the clear() method
+     * used internally to clean up the cinematic. Called when the clear() method
      * is called
      */
     @Override

+ 1 - 1
jme3-core/src/main/java/com/jme3/cinematic/events/CinematicEvent.java

@@ -57,7 +57,7 @@ public interface CinematicEvent extends Savable {
      * this method can be implemented if the event needs different handling when 
      * stopped naturally (when the event reach its end)
      * or when it was forced stopped during playback
-     * otherwise it just call regular stop()
+     * otherwise it just calls regular stop()
      */
     public void forceStop();
 

+ 1 - 1
jme3-core/src/main/java/com/jme3/effect/influencers/DefaultParticleInfluencer.java

@@ -44,7 +44,7 @@ import java.io.IOException;
 
 /**
  * This emitter influences the particles so that they move all in the same direction.
- * The direction may vary a little if the velocity variation is non zero.
+ * The direction may vary a little if the velocity variation is non-zero.
  * This influencer is default for the particle emitter.
  * @author Marcin Roguski (Kaelthas)
  */

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

@@ -41,9 +41,9 @@ import com.jme3.util.BufferUtils;
 import static com.jme3.math.FastMath.pow;
 
 /**
- * Wraps a Cube map and allows to read from or write pixels into it.
+ * Wraps a cube map and allows reading or writing pixels.
  * 
- * It uses the ImageRaster class to tailor the read write operations.
+ * It uses the ImageRaster class to tailor the read/write operations.
  * 
  * @author Nehon
  */

+ 3 - 3
jme3-core/src/main/java/com/jme3/font/BitmapFont.java

@@ -170,7 +170,7 @@ public class BitmapFont implements Savable {
     public float getLineWidth(CharSequence text){
 
         // This method will probably always be a bit of a maintenance
-        // nightmare since it basis its calculation on a different 
+        // nightmare since it bases its calculation on a different
         // routine than the Letters class.  The ideal situation would
         // be to abstract out letter position and size into its own
         // class that both BitmapFont and Letters could use for
@@ -230,7 +230,7 @@ public class BitmapFont implements Savable {
                 if (!firstCharOfLine){
                     lineWidth += findKerningAmount(lastChar, theChar) * sizeScale;                    
                 } else {
-                    // The first character needs to add in its xOffset but it
+                    // The first character needs to add in its xOffset, but it
                     // is the only one... and negative offsets = positive width
                     // because we're trying to account for the part that hangs
                     // over the left.  So we subtract. 
@@ -240,7 +240,7 @@ public class BitmapFont implements Savable {
                 float xAdvance = c.getXAdvance() * sizeScale;
                 
                 // If this is the last character, then we really should have
-                // only add its width.  The advance may include extra spacing
+                // only added its width.  The advance may include extra spacing
                 // that we don't care about.
                 if (i == text.length() - 1) {
                     lineWidth += c.getWidth() * sizeScale;

+ 1 - 1
jme3-core/src/main/java/com/jme3/font/BitmapTextPage.java

@@ -146,7 +146,7 @@ class BitmapTextPage extends Geometry {
     // Here is where one might add JmeCloneable related stuff except
     // the old clone() method doesn't actually bother to clone anything.
     // The arrays and the pageQuads are shared across all BitmapTextPage
-    // clones and it doesn't seem to bother anything.  That means the
+    // clones, and it doesn't seem to bother anything.  That means the
     // fields could probably just as well be static... but this code is
     // all very fragile.  I'm not tipping that particular boat today. -pspeed
 

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

@@ -759,7 +759,7 @@ public class ChaseCamera implements ActionListener, AnalogListener, Control, Jme
     }
 
     /**
-     * Sets the rotation sensitivity, the lower the value the slower the camera will rotates around the target when dragging with the mouse
+     * Sets the rotation sensitivity. The lower the value, the slower the camera will rotate around the target when dragging with the mouse.
      * default is 5, values over 5 should have no effect.
      * If you want a significant slow down try values below 1.
      * Only has an effect if smoothMotion is set to true

+ 3 - 3
jme3-core/src/main/java/com/jme3/opencl/Context.java

@@ -213,7 +213,7 @@ public abstract class Context extends AbstractOpenCLObject {
      * The returned image shares the same memory with the jME3-image, changes
      * in one view are visible in the other view.
      * This can be used to modify textures and images directly from OpenCL
-     * (e.g. for post processing effects and other texture effects).
+     * (e.g. for post-processing effects and other texture effects).
      * <br>
      * <b>Note:</b> The image must already been uploaded to the GPU,
      * i.e. it must be used at least once for drawing.
@@ -236,7 +236,7 @@ public abstract class Context extends AbstractOpenCLObject {
      * The returned image shares the same memory with the jME3 texture, changes
      * in one view are visible in the other view.
      * This can be used to modify textures and images directly from OpenCL
-     * (e.g. for post processing effects and other texture effects).
+     * (e.g. for post-processing effects and other texture effects).
      * <br>
      * <b>Note:</b> The image must already been uploaded to the GPU,
      * i.e. it must be used at least once for drawing.
@@ -275,7 +275,7 @@ public abstract class Context extends AbstractOpenCLObject {
      * The returned image shares the same memory with the jME3 render buffer, changes
      * in one view are visible in the other view.
      * <br>
-     * This can be used as an alternative to post processing effects
+     * This can be used as an alternative to post-processing effects
      * (e.g. reduce sum operations, needed e.g. for tone mapping).
      * <br>
      * <b>Note:</b> The renderbuffer must already been uploaded to the GPU,

+ 12 - 12
jme3-core/src/main/java/com/jme3/renderer/Camera.java

@@ -388,18 +388,18 @@ public class Camera implements Savable, Cloneable {
     }
 
     /**
-     * Sets the cameras name.
+     * Sets the camera's name.
      *
-     * @param name the cameras name
+     * @param name the camera's name
      */
     public void setName(String name) {
         this.name = name;
     }
 
     /**
-     * Returns the cameras name.
+     * Returns the camera's name.
      *
-     * @return the cameras name
+     * @return the camera's name
      */
     public String getName() {
         return name;
@@ -1424,7 +1424,7 @@ public class Camera implements Savable, Cloneable {
     /**
      * Determines whether the projection is parallel or perspective.
      *
-     * @return true if parallel projection is enable, false if in normal perspective mode
+     * @return true if parallel projection is enabled, false if in normal perspective mode
      * @see #setParallelProjection(boolean)
      */
     public boolean isParallelProjection() {
@@ -1434,8 +1434,8 @@ public class Camera implements Savable, Cloneable {
     /**
      * Enables/disables parallel projection.
      *
-     * @param value true to set up this camera for parallel projection is enable,
-     *     false to enter normal perspective mode
+     * @param value true to set up this camera for parallel projection,
+     *     false to enter perspective mode
      */
     public void setParallelProjection(final boolean value) {
         this.parallelProjection = value;
@@ -1444,8 +1444,8 @@ public class Camera implements Savable, Cloneable {
 
     /**
      * Computes the z value in projection space from the z value in view space
-     * Note that the returned value is going non linearly from 0 to 1.
-     * for more explanations on non linear z buffer see
+     * Note that the returned value goes non-linearly from 0 to 1.
+     * For more explanation of non-linear z buffer see
      * http://www.sjbaker.org/steve/omniv/love_your_z_buffer.html
      *
      * @param viewZPos the z value in view space.
@@ -1461,9 +1461,9 @@ public class Camera implements Savable, Cloneable {
 
     /**
      * Computes a position in World space given a screen position in screen space (0,0 to width, height)
-     * and a z position in projection space ( 0 to 1 non linear).
-     * This former value is also known as the Z buffer value or non linear depth buffer.
-     * for more explanations on non linear z buffer see
+     * and a z position in projection space ( 0 to 1 non-linear).
+     * This former value is also known as the Z buffer value or non-linear depth buffer.
+     * For more explanation of non-linear Z buffer see
      * http://www.sjbaker.org/steve/omniv/love_your_z_buffer.html
      *
      * <p>To compute the projection space z from the view space z (distance from cam to object)

+ 1 - 1
jme3-core/src/main/java/com/jme3/scene/shape/Curve.java

@@ -41,7 +41,7 @@ import java.util.List;
 /**
  * A
  * <code>Curve</code> is a visual, line-based representation of a {@link Spline}.
- * The underlying Spline will be sampled N times where N is the number of
+ * The underlying Spline will be sampled N times, where N is the number of
  * segments as specified in the constructor. Each segment will represent one
  * line in the generated mesh.
  *

+ 4 - 4
jme3-core/src/main/java/com/jme3/scene/shape/Cylinder.java

@@ -70,7 +70,7 @@ public class Cylinder extends Mesh {
     }
 
     /**
-     * Creates a new Cylinder. By default its center is the origin. Usually, a
+     * Creates a new Cylinder. By default, its center is the origin. Usually, a
      * higher sample number creates a better looking cylinder, but at the cost
      * of more vertex information.
      *
@@ -89,14 +89,14 @@ public class Cylinder extends Mesh {
     }
 
     /**
-     * Creates a new Cylinder. By default its center is the origin. Usually, a
+     * Creates a new Cylinder. By default, its center is the origin. Usually, a
      * higher sample number creates a better looking cylinder, but at the cost
      * of more vertex information. <br>
      * If the cylinder is closed the texture is split into axisSamples parts:
      * top most and bottom most part is used for top and bottom of the cylinder,
      * rest of the texture for the cylinder wall. The middle of the top is
      * mapped to texture coordinates (0.5, 1), bottom to (0.5, 0). Thus you need
-     * a suited distorted texture.
+     * a suitably distorted texture.
      *
      * @param axisSamples
      *            Number of triangle samples along the axis.
@@ -122,7 +122,7 @@ public class Cylinder extends Mesh {
      * top most and bottom most part is used for top and bottom of the cylinder,
      * rest of the texture for the cylinder wall. The middle of the top is
      * mapped to texture coordinates (0.5, 1), bottom to (0.5, 0). Thus you need
-     * a suited distorted texture.
+     * a suitably distorted texture.
      *
      * @param axisSamples The number of vertices samples along the axis. It is equal to the number of segments + 1; so 
      * that, for instance, 4 samples mean the cylinder will be made of 3 segments.

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

@@ -363,11 +363,11 @@ public class BufferObject extends NativeObject {
     }
 
     /**
-     * Estimates bytes count to present the value on GPU.
+     * Estimates byte count to present the value on the GPU.
      *
      * @param value      the value.
      * @param multiplier the multiplier.
-     * @return the estimated bytes cunt.
+     * @return the estimated byte count.
      */
     protected int estimateArray(final Object value, final int multiplier) {
 
@@ -381,20 +381,20 @@ public class BufferObject extends NativeObject {
     }
 
     /**
-     * Estimates bytes count to present the values on GPU.
+     * Estimates byte count to present the values on the GPU.
      *
      * @param values the values.
-     * @return the estimated bytes cunt.
+     * @return the estimated byte count.
      */
     protected int estimate(final float[] values) {
         return values.length * 4;
     }
 
     /**
-     * Estimates bytes count to present the values on GPU.
+     * Estimates byte count to present the values on the GPU.
      *
      * @param values the values.
-     * @return the estimated bytes cunt.
+     * @return the estimated byte count.
      */
     protected int estimate(final int[] values) {
         return values.length * 4;

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

@@ -88,7 +88,7 @@ public class BasicShadowRenderer implements SceneProcessor {
         shadowFB.setDepthTexture(shadowMap);
         shadowCam = new Camera(size, size);
         
-         //DO NOT COMMENT THIS (it prevent the OSX incomplete read buffer crash)
+         //DO NOT COMMENT THIS (It prevents the OSX incomplete read buffer crash.)
         dummyTex = new Texture2D(size, size, Format.RGBA8);        
         shadowFB.setColorTexture(dummyTex);
         shadowMapSize = size;

+ 5 - 5
jme3-core/src/main/java/com/jme3/system/AppSettings.java

@@ -49,8 +49,8 @@ import java.util.prefs.Preferences;
  * By default only the {@link JmeContext context} uses the configuration,
  * however the user may set and retrieve the settings as well.
  * The settings can be stored either in the Java preferences
- * (using {@link #save(java.lang.String) } or
- * a .properties file (using {@link #save(java.io.OutputStream) }.
+ * (using {@link #save(java.lang.String) }) or
+ * a .properties file (using {@link #save(java.io.OutputStream) }).
  *
  * @author Kirill Vainer
  */
@@ -911,7 +911,7 @@ public final class AppSettings extends HashMap<String, Object> {
 
     /**
      * Sets the application icons to be used, with the most preferred first.
-     * For Windows you should supply at least one 16x16 icon and one 32x32. The former is used for the title/task bar,
+     * For Windows, you should supply at least one 16x16 icon and one 32x32. The former is used for the title/task bar,
      * the latter for the alt-tab icon.
      * Linux (and similar platforms) expect one 32x32 icon.
      * Mac OS X should be supplied one 128x128 icon.
@@ -1206,9 +1206,9 @@ public final class AppSettings extends HashMap<String, Object> {
      * This may need to be disabled when integrating with an external
      * library that handles buffer swapping on its own, e.g. Oculus Rift.
      * When disabled, the engine will process window messages
-     * after each frame but it will not swap buffers - note that this
+     * after each frame, but it will not swap buffers. Note that this
      * will cause 100% CPU usage normally as there's no VSync or any framerate
-     * caps (unless set via {@link #setFrameRate(int) }.
+     * caps (unless set via {@link #setFrameRate(int) }).
      * The default is <code>true</code>.
      * 
      * @param swapBuffers True to enable buffer swapping, false to disable it.

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

@@ -211,7 +211,7 @@ public class ListSort<T> {
         }
 
         /*
-         * main iteration : compute minrun length, then iterate through the 
+         * main iteration : compute minimum run length, then iterate through the
          * array to find runs and merge them until they can be binary sorted 
          * if their length < minLength
          */

+ 3 - 3
jme3-core/src/main/java/com/jme3/util/clone/Cloner.java

@@ -356,7 +356,7 @@ public class Cloner {
     /**
      *  Returns true if the specified object has already been cloned
      *  by this cloner during this session.  Cloned objects are cached
-     *  for later use and it's sometimes convenient to know if some
+     *  for later use, and it's sometimes convenient to know if some
      *  objects have already been cloned.
      *
      * @param o the object to be tested
@@ -367,7 +367,7 @@ public class Cloner {
     }
 
     /**
-     *  Clears the object index allowing the cloner to be reused for a brand new
+     *  Clears the object index allowing the cloner to be reused for a brand-new
      *  cloning operation.
      */
     public void clearIndex() {
@@ -442,7 +442,7 @@ public class Cloner {
             // Then our job is a bit easier
             System.arraycopy(object, 0, clone, 0, size);
         } else {
-            // Else it's an object array so we'll clone it and its children
+            // Else it's an object array, so we'll clone it and its children.
             for( int i = 0; i < size; i++ ) {
                 Object element = clone(Array.get(object, i));
                 Array.set(clone, i, element);

+ 4 - 4
jme3-core/src/plugins/java/com/jme3/material/plugins/ConditionParser.java

@@ -37,7 +37,7 @@ import java.util.regex.Matcher;
 import java.util.regex.Pattern;
 
 /**
- * An utility class that allows to parse a define condition in a glsl language
+ * A utility class that parses a define condition in a GLSL language
  * style.
  *
  * extractDefines is able to get a list of defines in an expression and update
@@ -75,9 +75,9 @@ public class ConditionParser {
     }
 
     /**
-     * parse a condition and returns the list of defines of this condition.
-     * additionally this methods updates the formattedExpression with uppercased
-     * defines names
+     * Parses a condition and returns the list of defines of this condition.
+     * Additionally, this method updates the formattedExpression with uppercased
+     * defines names.
      *
      * supported expression syntax example:<br><br>
      * {@code "(LightMap && SeparateTexCoord) || !ColorMap"}<br><br>

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

@@ -257,7 +257,7 @@ public class DDSLoader implements AssetLoader {
                 mipMapCount = expectedMipmaps;
             } else if (mipMapCount != expectedMipmaps) {
                 // changed to warning- images often do not have the required amount,
-                // or specify that they have mipmaps but include only the top level..
+                // or specify that they have mipmaps but include only the top level.
                 logger.log(Level.WARNING, "Got {0} mipmaps, expected {1}",
                         new Object[]{mipMapCount, expectedMipmaps});
             }

+ 3 - 3
jme3-core/src/test/java/com/jme3/collision/BoundingCollisionTest.java

@@ -125,7 +125,7 @@ public class BoundingCollisionTest {
         ray.setOrigin(new Vector3f(0, 0, -5));
         checkCollision(box, ray, 2);
         
-        // XXX: is this right? the ray origin is on the box's side..
+        // XXX: is this right? the ray origin is on the box's side.
         ray.setOrigin(new Vector3f(0, 0, 2f));
         checkCollision(box, ray, 0);
         
@@ -151,7 +151,7 @@ public class BoundingCollisionTest {
         box.setCenter(new Vector3f(-1f, 0, 0));
         checkCollision(box, geom, 2);
         
-        // Move it slightly farther..
+        // Move it slightly farther.
         box.setCenter(new Vector3f(-1f - FastMath.ZERO_TOLERANCE, 0, 0));
         checkCollision(box, geom, 0);
         
@@ -181,7 +181,7 @@ public class BoundingCollisionTest {
         sphere.setCenter(new Vector3f(-1f + FastMath.ZERO_TOLERANCE, 0, 0));
         checkCollision(sphere, geom, 2);
         
-        // Move it slightly farther..
+        // Move it slightly farther.
         sphere.setCenter(new Vector3f(-1f - FastMath.ZERO_TOLERANCE, 0, 0));
         checkCollision(sphere, geom, 0);
         

+ 1 - 1
jme3-core/src/test/java/com/jme3/collision/CollisionUtil.java

@@ -60,7 +60,7 @@ final class CollisionUtil {
         assert results.size() == numCollisions;
         assert numCollisions == expected;
 
-        // force the results to be sorted here..
+        // Force the results to be sorted here.
         results.getClosestCollision();
 
         if (results.size() > 0) {

+ 2 - 2
jme3-desktop/src/main/java/com/jme3/cursors/plugins/CursorLoader.java

@@ -189,8 +189,8 @@ public class CursorLoader implements AssetLoader {
                                         }
                                         icons.add(data);
                                     }
-                                    // at this point we have the icons, rates (either
-                                    // through jiffy or rate array, the sequence (if
+                                    // At this point we have the icons, the rates (either
+                                    // through jiffy or rate array), the sequence (if
                                     // applicable) and the ani header info.
                                     // Put things together.
                                     ciDat.assembleCursor(icons, rate, animSeq, jiffy, steps, width, height);

+ 1 - 1
jme3-desktop/src/main/java/com/jme3/system/AWTFrameProcessor.java

@@ -550,7 +550,7 @@ public class AWTFrameProcessor implements SceneProcessor, PropertyChangeListener
      *
      * @param width     the width.
      * @param height    the height.
-     * @param fixAspect true if need to fix aspect ration.
+     * @param fixAspect true if need to fix the aspect ratio.
      * @return the new frame transfer.
      */
     protected AWTComponentRenderer reshapeInThread(final int width, final int height, final boolean fixAspect) {

+ 2 - 2
jme3-effects/src/main/java/com/jme3/post/filters/ComposeFilter.java

@@ -44,8 +44,8 @@ import com.jme3.texture.Texture2D;
 import java.io.IOException;
 
 /**
- * This filter compose a texture with the viewport texture. This is used to
- * compose post processed texture from another viewport.
+ * This filter composes a texture with the viewport texture. This is used to
+ * compose post-processed texture from another viewport.
  *
  * the compositing is done using the alpha value of the viewportTexture :
  * mix(compositeTextureColor, viewPortColor, viewportColor.alpha);

+ 2 - 2
jme3-jbullet/src/main/java/com/jme3/bullet/util/DebugShapeFactory.java

@@ -184,7 +184,7 @@ public class DebugShapeFactory {
         final int numberOfFloats = 3 * 3 * numberOfTriangles;
         FloatBuffer vertices = BufferUtils.createFloatBuffer(numberOfFloats); 
 
-        // Force the limit, set the cap - most number of floats we will use the buffer for
+        // Force the limit, set the cap - the largest number of floats we will use the buffer for
         vertices.limit(numberOfFloats);
 
         // Loop variables
@@ -242,7 +242,7 @@ class BufferedTriangleCallback extends TriangleCallback {
         final int numberOfFloats = vertices.size() * 3;
         FloatBuffer verticesBuffer = BufferUtils.createFloatBuffer(numberOfFloats); 
 
-        // Force the limit, set the cap - most number of floats we will use the buffer for
+        // Force the limit, set the cap - the largest number of floats we will use the buffer for
         verticesBuffer.limit(numberOfFloats);
 
         // Copy the values from the list to the direct float buffer

+ 1 - 1
jme3-networking/src/main/java/com/jme3/network/base/ConnectorAdapter.java

@@ -101,7 +101,7 @@ public class ConnectorAdapter extends Thread
         // if a TCP outbound queue fills to capacity and a client sends
         // in such a way that they block TCP message handling then if the HostedConnection
         // on the server is similarly blocked then the TCP network buffers may
-        // all get full and no outbound messages move and we forever block
+        // all get full, and no outbound messages move, and we forever block
         // on the queue.
         // However, in practice this can't really happen... or at least it's
         // the sign of other really bad things.

+ 1 - 1
jme3-networking/src/main/java/com/jme3/network/base/DefaultClient.java

@@ -151,7 +151,7 @@ public class DefaultClient implements Client
         // This is used to match the TCP and UDP endpoints up on the
         // other end since they may take different routes to get there.
         // Behind NAT, many game clients may be coming over the same
-        // IP address from the server's perspective and they may have
+        // IP address from the server's perspective, and they may have
         // their UDP ports mapped all over the place.
         //
         // Since currentTimeMillis() is absolute time and nano time

+ 1 - 1
jme3-networking/src/main/java/com/jme3/network/kernel/AbstractKernel.java

@@ -82,7 +82,7 @@ public abstract class AbstractKernel implements Kernel
         // envelopes.
         if( !hasEnvelopes() ) {
             // Note: this is not really a race condition.  At worst, our
-            // event has already been handled by now and it does no harm
+            // event has already been handled, and it does no harm
             // to check again.
             addEnvelope( EVENTS_PENDING );
         }

+ 2 - 2
jme3-networking/src/main/java/com/jme3/network/service/rmi/ClassInfoRegistry.java

@@ -78,7 +78,7 @@ public class ClassInfoRegistry {
                 result = new ClassInfo((short)nextClassId.getAndIncrement(), type);
                 cache.put(type, result);
                 
-                // Re-grab the read lock before leaving... kind of unnecessary but
+                // Re-grab the read lock before leaving... kind of unnecessary, but
                 // it makes the method cleaner and widens the gap of lock races.
                 // Downgrading a write lock to read is ok.
                 lock.readLock().lock();
@@ -94,7 +94,7 @@ public class ClassInfoRegistry {
     }
     
     /*
-    would be more straight-forward with guava  Guava version  
+    would be more straight-forward with Guava.  Guava version:
     private class ClassInfoLoader extends CacheLoader<Class, ClassInfo> {
         @Override
         public ClassInfo load( Class type ) {

+ 1 - 1
jme3-networking/src/main/java/com/jme3/network/util/AbstractMessageDelegator.java

@@ -148,7 +148,7 @@ public abstract class AbstractMessageDelegator<S extends MessageConnection>
      */   
     protected Method findDelegate( String name, Class messageType ) {
         // We do an exhaustive search because it's easier to 
-        // check for a variety of parameter types and it's all
+        // check for a variety of parameter types, and it's all
         // that Class would be doing in getMethod() anyway.
         for( Method m : delegateType.getDeclaredMethods() ) {
                     

+ 10 - 10
jme3-terrain/src/main/java/com/jme3/terrain/heightmap/AbstractHeightMap.java

@@ -442,15 +442,15 @@ public abstract class AbstractHeightMap implements HeightMap {
     }
 
     /**
-     * Smooth the terrain. For each node, its 8 neighbors heights
-     * are averaged and will participate in the  node new height
-     * by a factor <code>np</code> between 0 and 1
+     * Smooth the terrain. For each node, its 8 neighbors' heights
+     * are averaged and will influence node's new height
+     * to the extent specified by <code>np</code>.
      * 
      * You must first load() the heightmap data before this will have any effect.
      * 
      * @param np
-     *          The factor to what extend the neighbors average has an influence.
-     *          Value of 0 will ignore neighbors (no smoothing)
+     *          To what extent neighbors influence the new height:
+     *          Value of 0 will ignore neighbors (no smoothing).
      *          Value of 1 will ignore the node old height.
      */
     public void smooth(float np) {
@@ -458,15 +458,15 @@ public abstract class AbstractHeightMap implements HeightMap {
     }
     
     /**
-     * Smooth the terrain. For each node, its X(determined by radius) neighbors heights
-     * are averaged and will participate in the  node new height
-     * by a factor <code>np</code> between 0 and 1
+     * Smooth the terrain. For each node, its X (determined by radius) neighbors' heights
+     * are averaged and will influence node's new height
+     * to the extent specified by <code>np</code>.
      *
      * You must first load() the heightmap data before this will have any effect.
      * 
      * @param np
-     *          The factor to what extend the neighbors average has an influence.
-     *          Value of 0 will ignore neighbors (no smoothing)
+     *          To what extent neighbors influence the new height:
+     *          Value of 0 will ignore neighbors (no smoothing).
      *          Value of 1 will ignore the node old height.
      */
     public void smooth(float np, int radius) {

+ 1 - 1
jme3-terrain/src/main/java/com/jme3/terrain/heightmap/CombinerHeightMap.java

@@ -38,7 +38,7 @@ import java.util.logging.Logger;
  * two provided height maps. These had maps can either be added together
  * or subtracted from each other. Each heightmap has a weight to
  * determine how much one will affect the other. By default it is set to
- * 0.5, 0.5 and meaning the two heightmaps are averaged evenly. This
+ * 0.5, 0.5, meaning the two heightmaps are averaged evenly. This
  * value can be adjusted at will, as long as the two factors are equal
  * to 1.0.
  *

+ 1 - 1
jme3-terrain/src/main/java/com/jme3/terrain/noise/Basis.java

@@ -49,7 +49,7 @@ import java.nio.FloatBuffer;
  * or a more complex perlin noise ({@link ImprovedNoise}
  * 
  * Fractals use these functions to generate a more complex result based on some
- * frequency, roughness, etc values.
+ * frequency, roughness, etcetera values.
  * 
  * Fractals themselves are implementing the Basis interface as well, opening
  * an infinite range of results.

+ 1 - 1
jme3-terrain/src/test/java/com/jme3/terrain/collision/BaseAWTTest.java

@@ -5,7 +5,7 @@ import com.jme3.system.JmeSystem;
 
 /**
  * This class provides some utility functions to properly test the jMonkeyEngine.<br>
- * Thus it contains simple methods to get and create a headless assetManager amongst other things.<br>
+ * It contains simple methods to get and create a headless assetManager amongst other things.<br>
  * In comparison to {@link BaseTest} it provides a DesktopAssetManager capable of loading image formats using AWT, which
  * however makes those tests unsuitable for headless ci testing. This requires jme3-desktop to be a testRuntime dependency.
  *

+ 1 - 1
jme3-terrain/src/test/java/com/jme3/terrain/collision/BaseTest.java

@@ -5,7 +5,7 @@ import com.jme3.system.TestUtil;
 
 /**
  * This class provides some utility functions to properly test the jMonkeyEngine.<br>
- * Thus it contains simple methods to get and create a headless assetManager amongst other things.<br>
+ * It contains simple methods to get and create a headless assetManager amongst other things.<br>
  * If you need support for image/texture formats (png, tga, jpg, ...) see {@link BaseAWTTest}
  *
  * @author MeFisto94

+ 2 - 2
jme3-vr/src/main/java/com/jme3/input/vr/AbstractVRViewManager.java

@@ -17,7 +17,7 @@ import com.jme3.texture.Texture2D;
 
 /**
  * A VR view manager. This class holds methods that enable to submit 3D views to the VR compositor. 
- * System dependent classes should extends from this one.
+ * System-dependent classes should extend this one.
  * @author Julien Seinturier - COMEX SA - <a href="http://www.seinturier.fr">http://www.seinturier.fr</a>
  */
 public abstract class AbstractVRViewManager implements VRViewManager {
@@ -168,7 +168,7 @@ public abstract class AbstractVRViewManager implements VRViewManager {
     		}
     		
     		if (environment.getApplication() != null){
-    			// setup post processing filters
+    			// set up post-processing filters
                 if( getRightPostProcessor() == null ) {
                     rightPostProcessor = new FilterPostProcessor(environment.getApplication().getAssetManager());               
                     leftPostProcessor =  new FilterPostProcessor(environment.getApplication().getAssetManager());

+ 2 - 2
jme3-vr/src/main/java/com/jme3/shadow/AbstractShadowFilterVR.java

@@ -215,8 +215,8 @@ public abstract class AbstractShadowFilterVR<T extends AbstractShadowRendererVR>
     }
 
     /**
-     * Sets the shadow edges thickness. default is 1, setting it to lower values
-     * can help to reduce the jagged effect of the shadow edges
+     * Sets the shadow edge thickness. Default is 1. Setting it to lower values
+     * can help to reduce the jagged effect of the shadow edges.
      * @param edgesThickness the edge thickness.
      */
     public void setEdgesThickness(int edgesThickness) {

+ 8 - 8
jme3-vr/src/main/java/com/jme3/shadow/AbstractShadowRendererVR.java

@@ -158,7 +158,7 @@ public abstract class AbstractShadowRendererVR implements SceneProcessor, Savabl
         shadowMapStringCache = new String[nbShadowMaps];
         lightViewStringCache = new String[nbShadowMaps];
 
-        //DO NOT COMMENT THIS (it prevent the OSX incomplete read buffer crash)
+        //DO NOT COMMENT THIS (It prevents the OSX incomplete read buffer crash.)
         dummyTex = new Texture2D(shadowMapSize, shadowMapSize, Format.RGBA8);
 
         preshadowMat = new Material(assetManager, "Common/MatDefs/Shadow/PreShadow.j3md");
@@ -171,7 +171,7 @@ public abstract class AbstractShadowRendererVR implements SceneProcessor, Savabl
 
             shadowFB[i].setDepthTexture(shadowMaps[i]);
 
-            //DO NOT COMMENT THIS (it prevent the OSX incomplete read buffer crash)
+            //DO NOT COMMENT THIS (It prevents the OSX incomplete read buffer crash.)
             shadowFB[i].setColorTexture(dummyTex);
             shadowMapStringCache[i] = "ShadowMap" + i; 
             lightViewStringCache[i] = "LightViewProjectionMatrix" + i;
@@ -495,7 +495,7 @@ public abstract class AbstractShadowRendererVR implements SceneProcessor, Savabl
             setMatParams(lightReceivers);
 
             Camera cam = viewPort.getCamera();
-            //some materials in the scene does not have a post shadow technique so we're using the fall back material
+            //If some materials in the scene do not have a post shadow technique, use the fallback material.
             if (needsfallBackMaterial) {
                 renderManager.setForcedMaterial(postshadowMat);
             }
@@ -580,8 +580,8 @@ public abstract class AbstractShadowRendererVR implements SceneProcessor, Savabl
             setMaterialParameters(mat);
         }
 
-        //At least one material of the receiving geoms does not support the post shadow techniques
-        //so we fall back to the forced material solution (transparent shadows won't be supported for these objects)
+        //At least one material of the receiving geoms does not support the post shadow technique,
+        //so we fall back to the forced material solution. (Transparent shadows won't be supported for these objects.)
         if (needsfallBackMaterial) {
             setPostShadowParams();
         }
@@ -737,9 +737,9 @@ public abstract class AbstractShadowRendererVR implements SceneProcessor, Savabl
     }
 
     /**
-     * Sets the shadow edges thickness. default is 1, setting it to lower values
-     * can help to reduce the jagged effect of the shadow edges
-     * @param edgesThickness the shadow edges thickness.
+     * Sets the shadow edge thickness. Default is 1. Setting it to lower values
+     * can help to reduce the jagged effect of the shadow edges.
+     * @param edgesThickness the shadow edge thickness.
      */
     public void setEdgesThickness(int edgesThickness) {
         this.edgesThickness = Math.max(1, Math.min(edgesThickness, 10));