Stephen Gold 4 anni fa
parent
commit
c56d26cc1a
37 ha cambiato i file con 59 aggiunte e 60 eliminazioni
  1. 1 1
      jme3-core/src/main/java/com/jme3/asset/cache/WeakRefAssetCache.java
  2. 1 1
      jme3-core/src/main/java/com/jme3/environment/util/EnvMapUtils.java
  3. 4 4
      jme3-core/src/main/java/com/jme3/material/Material.java
  4. 1 1
      jme3-core/src/main/java/com/jme3/post/FilterPostProcessor.java
  5. 4 5
      jme3-core/src/main/java/com/jme3/scene/control/BillboardControl.java
  6. 2 2
      jme3-core/src/main/java/com/jme3/texture/FrameBuffer.java
  7. 3 3
      jme3-core/src/main/java/com/jme3/util/ListMap.java
  8. 2 2
      jme3-core/src/main/java/com/jme3/util/ListSort.java
  9. 2 2
      jme3-core/src/main/resources/Common/ShaderLib/Fog.glsllib
  10. 1 1
      jme3-core/src/tools/java/jme3tools/optimize/TextureAtlas.java
  11. 6 6
      jme3-core/src/tools/java/jme3tools/savegame/SaveGame.java
  12. 1 1
      jme3-desktop/src/main/java/com/jme3/app/SettingsDialog.java
  13. 1 1
      jme3-effects/src/main/java/com/jme3/water/WaterUtils.java
  14. 1 1
      jme3-examples/src/main/java/jme3test/bullet/PhysicsTestHelper.java
  15. 1 1
      jme3-examples/src/main/java/jme3test/bullet/TestAttachGhostObject.java
  16. 1 1
      jme3-examples/src/main/java/jme3test/export/TestAssetLinkNode.java
  17. 1 1
      jme3-examples/src/main/java/jme3test/helloworld/HelloCollision.java
  18. 1 1
      jme3-examples/src/main/java/jme3test/helloworld/HelloInput.java
  19. 1 1
      jme3-examples/src/main/java/jme3test/helloworld/HelloTerrainCollision.java
  20. 2 2
      jme3-examples/src/main/java/jme3test/terrain/TerrainTest.java
  21. 1 1
      jme3-jbullet/src/main/java/com/jme3/bullet/PhysicsSpace.java
  22. 1 1
      jme3-jbullet/src/main/java/com/jme3/bullet/joints/PhysicsJoint.java
  23. 2 2
      jme3-jbullet/src/main/java/com/jme3/bullet/objects/PhysicsVehicle.java
  24. 1 1
      jme3-lwjgl/src/main/java/com/jme3/system/lwjgl/LwjglAbstractDisplay.java
  25. 2 2
      jme3-lwjgl/src/main/java/com/jme3/system/lwjgl/LwjglContext.java
  26. 1 1
      jme3-lwjgl3/src/main/java/com/jme3/system/lwjgl/LwjglWindow.java
  27. 1 1
      jme3-networking/src/main/java/com/jme3/network/serializing/Serializer.java
  28. 1 1
      jme3-networking/src/main/java/com/jme3/network/service/rmi/ClassInfoRegistry.java
  29. 1 1
      jme3-plugins/src/gltf/java/com/jme3/scene/plugins/gltf/GltfLoader.java
  30. 1 1
      jme3-plugins/src/gltf/java/com/jme3/scene/plugins/gltf/GltfUtils.java
  31. 2 2
      jme3-terrain/src/main/java/com/jme3/terrain/geomipmap/TerrainGrid.java
  32. 1 1
      jme3-terrain/src/main/java/com/jme3/terrain/geomipmap/TerrainGridLodControl.java
  33. 1 1
      jme3-terrain/src/main/java/com/jme3/terrain/geomipmap/TerrainPatch.java
  34. 3 3
      jme3-terrain/src/main/java/com/jme3/terrain/geomipmap/TerrainQuad.java
  35. 1 1
      jme3-vr/src/main/java/com/jme3/input/vr/AbstractVRViewManager.java
  36. 1 1
      jme3-vr/src/main/java/com/jme3/shadow/InstancedDirectionalShadowFilter.java
  37. 1 1
      jme3-vr/src/main/java/com/jme3/system/lwjgl/LwjglWindowVR.java

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

@@ -40,7 +40,7 @@ import java.util.logging.Level;
 import java.util.logging.Logger;
 
 /**
- * A garbage collector bound asset cache that handles non-clonable objects.
+ * A garbage collector bound asset cache that handles non-cloneable objects.
  * This cache assumes that the asset given to the user is the same asset
  * that has been stored in the cache, in other words, 
  * {@link AssetProcessor#createClone(java.lang.Object) } for that asset

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

@@ -388,7 +388,7 @@ public class EnvMapUtils {
     }
 
 
-    //see lagarde's paper https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
+    //see Lagarde's paper https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
     //linear roughness
     public static float getRoughnessFromMip(int miplevel, int miptot) {
         float step = 1f / ((float) miptot - 1);

+ 4 - 4
jme3-core/src/main/java/com/jme3/material/Material.java

@@ -975,11 +975,11 @@ public class Material implements CloneableSmartAsset, Cloneable, Savable {
      * <li>Set the {@link RenderState} to use for rendering. The render states are
      * applied in this order (later RenderStates override earlier RenderStates):<ol>
      * <li>{@link TechniqueDef#getRenderState() Technique Definition's RenderState}
-     * - i.e. specific renderstate that is required for the shader.</li>
+     * - i.e. specific RenderState that is required for the shader.</li>
      * <li>{@link #getAdditionalRenderState() Material Instance Additional RenderState}
-     * - i.e. ad-hoc renderstate set per model</li>
+     * - i.e. ad-hoc RenderState set per model</li>
      * <li>{@link RenderManager#getForcedRenderState() RenderManager's Forced RenderState}
-     * - i.e. renderstate requested by a {@link com.jme3.post.SceneProcessor} or
+     * - i.e. RenderState requested by a {@link com.jme3.post.SceneProcessor} or
      * post-processing filter.</li></ol>
      * <li>If the technique uses a shader, then the uniforms of the shader must be updated.<ul>
      * <li>Uniforms bound to material parameters are updated based on the current material parameter values.</li>
@@ -1116,7 +1116,7 @@ public class Material implements CloneableSmartAsset, Cloneable, Savable {
                 // Using SimpleTextured/SolidColor, just switch to Unshaded
                 defName = "Common/MatDefs/Misc/Unshaded.j3md";
             } else if (defName.equalsIgnoreCase("Common/MatDefs/Misc/WireColor.j3md")) {
-                // Using WireColor, set wireframe renderstate = true and use Unshaded
+                // Using WireColor, set wireframe render state = true and use Unshaded
                 getAdditionalRenderState().setWireframe(true);
                 defName = "Common/MatDefs/Misc/Unshaded.j3md";
             } else if (defName.equalsIgnoreCase("Common/MatDefs/Misc/Unshaded.j3md")) {

+ 1 - 1
jme3-core/src/main/java/com/jme3/post/FilterPostProcessor.java

@@ -359,7 +359,7 @@ public class FilterPostProcessor implements SceneProcessor, Savable {
         } else {
            setupViewPortFrameBuffer();
            //if we are in a multiview situation we need to resize the camera 
-           //to the viewportsize so that the backbuffer is rendered correctly
+           //to the viewport size so that the back buffer is rendered correctly
            if (multiView) {
                 viewPort.getCamera().resize(width, height, false);
                 viewPort.getCamera().setViewPort(0, 1, 0, 1);

+ 4 - 5
jme3-core/src/main/java/com/jme3/scene/control/BillboardControl.java

@@ -148,7 +148,7 @@ public class BillboardControl extends AbstractControl {
     private void rotateCameraAligned(Camera camera) {
         look.set(camera.getLocation()).subtractLocal(
                 spatial.getWorldTranslation());
-        // coopt left for our own purposes.
+        // co-opt left for our own purposes.
         Vector3f xzp = left;
         // The xzp vector is the projection of the look vector on the xz plane
         xzp.set(look.x, 0, look.z);
@@ -187,9 +187,9 @@ public class BillboardControl extends AbstractControl {
      *            Camera
      */
     private void rotateScreenAligned(Camera camera) {
-        // coopt diff for our in direction:
+        // co-opt diff for our in direction:
         look.set(camera.getDirection()).negateLocal();
-        // coopt loc for our left direction:
+        // co-opt loc for our left direction:
         left.set(camera.getLeft()).negateLocal();
         orient.fromAxes(left, camera.getUp(), look);
         Node parent = spatial.getParent();
@@ -214,8 +214,7 @@ public class BillboardControl extends AbstractControl {
         // the model space of the billboard.
         look.set(camera.getLocation()).subtractLocal(
                 spatial.getWorldTranslation());   
-        spatial.getParent().getWorldRotation().mult(look, left); // coopt left for our own
-        // purposes.
+        spatial.getParent().getWorldRotation().mult(look, left); // co-opt left for our own purposes.
         left.x *= 1.0f / spatial.getWorldScale().x;
         left.y *= 1.0f / spatial.getWorldScale().y;
         left.z *= 1.0f / spatial.getWorldScale().z;

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

@@ -299,7 +299,7 @@ public class FrameBuffer extends NativeObject {
      * @param width The width to use
      * @param height The height to use
      * @param samples The number of samples to use for a multisampled
-     * framebuffer, or 1 if the framebuffer should be singlesampled.
+     * framebuffer, or 1 if the framebuffer should be single-sampled.
      *
      * @throws IllegalArgumentException If width or height are not positive.
      */
@@ -726,7 +726,7 @@ public class FrameBuffer extends NativeObject {
 
     /**
      * @return The number of samples when using a multisample framebuffer, or
-     * 1 if this is a singlesampled framebuffer.
+     * 1 if this is a single-sampled framebuffer.
      */
     public int getSamples() {
         return samples;

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

@@ -333,9 +333,9 @@ public final class ListMap<K, V> extends AbstractMap<K, V> implements Cloneable,
     @Override
     public Set<Entry<K, V>> entrySet() {
         return backingMap.entrySet();
-//        HashSet<Entry<K, V>> entryset = new HashSet<Entry<K, V>>();
-//        entryset.addAll(entries);
-//        return entryset;
+//        HashSet<Entry<K, V>> entrySet = new HashSet<Entry<K, V>>();
+//        entrySet.addAll(entries);
+//        return entrySet;
     }
 
 }

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

@@ -219,7 +219,7 @@ public class ListSort<T> {
         while (remaining != 0) {
             int runLength = getRunLength(array, low, high, comparator);
 
-            /* if runlength is below the threshold we binary sort the remaining 
+            /* if run length is below the threshold we binary sort the remaining
              * elements
              */
             if (runLength < minLength) {
@@ -293,7 +293,7 @@ public class ListSort<T> {
     }
 
     /**
-     * binarysort is the best method for sorting small arrays: it does few
+     * Binary sort is the best method for sorting small arrays: it does few
      * compares, but can do data movement quadratic in the number of elements.
      * [firstId, lastId] is a contiguous slice of a list, and is sorted via
      * binary insertion. This sort is stable. On entry, must have firstId <=

+ 2 - 2
jme3-core/src/main/resources/Common/ShaderLib/Fog.glsllib

@@ -8,8 +8,8 @@ uniform vec3 m_FogColor;
 
 // x == density
 // y == factor
-// z == ystart
-// w == yend
+// z == yStart
+// w == yEnd
 uniform vec4 m_FogParams;
 
 varying vec3 fogCoord;

+ 1 - 1
jme3-core/src/tools/java/jme3tools/optimize/TextureAtlas.java

@@ -487,7 +487,7 @@ public class TextureAtlas {
      * Creates one geometry out of the given root spatial and merges all single
      * textures into one texture of the given size.
      * @param spat The root spatial of the scene to batch
-     * @param mgr An assetmanager that can be used to create the material.
+     * @param mgr An asset manager that can be used to create the material.
      * @param atlasSize A size for the atlas texture, it has to be large enough to hold all single textures.
      * @return A new geometry that uses the generated texture atlas and merges all meshes of the root spatial, null if the atlas cannot be created because not all textures fit.
      */

+ 6 - 6
jme3-core/src/tools/java/jme3tools/savegame/SaveGame.java

@@ -64,7 +64,7 @@ public class SaveGame {
     /**
      * Saves a savable in a system-dependent way.
      * @param gamePath A unique path for this game, e.g. com/mycompany/mygame
-     * @param dataName A unique name for this savegame, e.g. "save_001"
+     * @param dataName A unique name for this SaveGame, e.g. "save_001"
      * @param data The Savable to save
      */
     public static void saveGame(String gamePath, String dataName, Savable data) {
@@ -74,7 +74,7 @@ public class SaveGame {
     /**
      * Saves a savable in a system-dependent way.
      * @param gamePath A unique path for this game, e.g. com/mycompany/mygame
-     * @param dataName A unique name for this savegame, e.g. "save_001"
+     * @param dataName A unique name for this SaveGame, e.g. "save_001"
      * @param data The Savable to save
      * @param storageType The specific type of folder to use to save the data
      */
@@ -127,7 +127,7 @@ public class SaveGame {
     /**
      * Loads a savable that has been saved on this system with saveGame() before.
      * @param gamePath A unique path for this game, e.g. com/mycompany/mygame
-     * @param dataName A unique name for this savegame, e.g. "save_001"
+     * @param dataName A unique name for this SaveGame, e.g. "save_001"
      * @return The savable that was saved
      */
     public static Savable loadGame(String gamePath, String dataName) {
@@ -137,7 +137,7 @@ public class SaveGame {
     /**
      * Loads a savable that has been saved on this system with saveGame() before.
      * @param gamePath A unique path for this game, e.g. com/mycompany/mygame
-     * @param dataName A unique name for this savegame, e.g. "save_001"
+     * @param dataName A unique name for this SaveGame, e.g. "save_001"
      * @param storageType The specific type of folder to use to save the data
      * @return The savable that was saved
      */
@@ -148,7 +148,7 @@ public class SaveGame {
     /**
      * Loads a savable that has been saved on this system with saveGame() before.
      * @param gamePath A unique path for this game, e.g. com/mycompany/mygame
-     * @param dataName A unique name for this savegame, e.g. "save_001"
+     * @param dataName A unique name for this SaveGame, e.g. "save_001"
      * @param manager Link to an AssetManager if required for loading the data (e.g. models with textures)
      * @return The savable that was saved or null if none was found
      */
@@ -159,7 +159,7 @@ public class SaveGame {
     /**
      * Loads a savable that has been saved on this system with saveGame() before.
      * @param gamePath A unique path for this game, e.g. com/mycompany/mygame
-     * @param dataName A unique name for this savegame, e.g. "save_001"
+     * @param dataName A unique name for this SaveGame, e.g. "save_001"
      * @param manager Link to an AssetManager if required for loading the data (e.g. models with textures)
      * @param storageType The specific type of folder to use to save the data
      * @return The savable that was saved or null if none was found

+ 1 - 1
jme3-desktop/src/main/java/com/jme3/app/SettingsDialog.java

@@ -712,7 +712,7 @@ public final class SettingsDialog extends JFrame {
 
     private void updateAntialiasChoices() {
         // maybe in the future will add support for determining this info
-        // through pbuffer
+        // through PBuffer
         String[] choices = new String[]{resourceBundle.getString("antialias.disabled"), "2x", "4x", "6x", "8x", "16x"};
         antialiasCombo.setModel(new DefaultComboBoxModel<>(choices));
         antialiasCombo.setSelectedItem(choices[Math.min(source.getSamples()/2,5)]);

+ 1 - 1
jme3-effects/src/main/java/com/jme3/water/WaterUtils.java

@@ -50,7 +50,7 @@ public class WaterUtils {
     public static void updateReflectionCam(Camera reflectionCam, Plane plane, Camera sceneCam){
         
         TempVars vars = TempVars.get();
-         //Temp vects for reflection cam orientation calculation
+        // temporary vectors for reflection cam orientation calculation:
         Vector3f sceneTarget =  vars.vect1;
         Vector3f  reflectDirection =  vars.vect2;
         Vector3f  reflectUp =  vars.vect3;

+ 1 - 1
jme3-examples/src/main/java/jme3test/bullet/PhysicsTestHelper.java

@@ -221,7 +221,7 @@ public class PhysicsTestHelper {
     }
 
     /**
-     * creates the necessary inputlistener and action to shoot balls from the camera
+     * creates the necessary input listener and action to shoot balls from the camera
      *
      * @param app the application that's running
      * @param rootNode where ball geometries should be added

+ 1 - 1
jme3-examples/src/main/java/jme3test/bullet/TestAttachGhostObject.java

@@ -47,7 +47,7 @@ import com.jme3.math.Vector3f;
 import com.jme3.scene.Node;
 
 /**
- * Tests attaching ghost nodes to physicsnodes via the scenegraph
+ * Tests attaching ghost nodes to physics nodes via the scene graph
  * @author normenhansen
  */
 public class TestAttachGhostObject extends SimpleApplication implements AnalogListener {

+ 1 - 1
jme3-examples/src/main/java/jme3test/export/TestAssetLinkNode.java

@@ -77,7 +77,7 @@ public class TestAssetLinkNode extends SimpleApplication {
             //export to byte array
             ByteArrayOutputStream bout=new ByteArrayOutputStream();
             BinaryExporter.getInstance().save(loaderNode, bout);
-            //import from byte array, automatically loads the monkeyhead from file
+            //import from byte array, automatically loads the monkey head from file
             ByteArrayInputStream bin=new ByteArrayInputStream(bout.toByteArray());
             BinaryImporter imp=BinaryImporter.getInstance();
             imp.setAssetManager(assetManager);

+ 1 - 1
jme3-examples/src/main/java/jme3test/helloworld/HelloCollision.java

@@ -100,7 +100,7 @@ public class HelloCollision extends SimpleApplication
     // We set up collision detection for the player by creating
     // a capsule collision shape and a CharacterControl.
     // The CharacterControl offers extra settings for
-    // size, stepheight, jumping, falling, and gravity.
+    // size, step height, jumping, falling, and gravity.
     // We also put the player in its starting position.
     CapsuleCollisionShape capsuleShape = new CapsuleCollisionShape(1.5f, 6f, 1);
     player = new CharacterControl(capsuleShape, 0.05f);

+ 1 - 1
jme3-examples/src/main/java/jme3test/helloworld/HelloInput.java

@@ -45,7 +45,7 @@ import com.jme3.math.Vector3f;
 import com.jme3.scene.Geometry;
 import com.jme3.scene.shape.Box;
 
-/** Sample 5 - how to map keys and mousebuttons to actions */
+/** Sample 5 - how to map keys and mouse buttons to actions */
 public class HelloInput extends SimpleApplication {
 
   public static void main(String[] args) {

+ 1 - 1
jme3-examples/src/main/java/jme3test/helloworld/HelloTerrainCollision.java

@@ -150,7 +150,7 @@ public class HelloTerrainCollision extends SimpleApplication
     // We set up collision detection for the player by creating
     // a capsule collision shape and a CharacterControl.
     // The CharacterControl offers extra settings for
-    // size, stepheight, jumping, falling, and gravity.
+    // size, step height, jumping, falling, and gravity.
     // We also put the player in its starting position.
     CapsuleCollisionShape capsuleShape = new CapsuleCollisionShape(1.5f, 6f, 1);
     player = new CharacterControl(capsuleShape, 0.05f);

+ 2 - 2
jme3-examples/src/main/java/jme3test/terrain/TerrainTest.java

@@ -54,9 +54,9 @@ import com.jme3.texture.Texture.WrapMode;
  * The base terrain class it uses is TerrainQuad, which is a quad tree of actual
  * meshes called TerrainPatches.
  * There are a couple options for the terrain in this test:
- * The first is wireframe mode. Here you can see the underlying trianglestrip structure.
+ * The first is wireframe mode. Here you can see the underlying triangle strip structure.
  * You will notice some off lines; these are degenerate triangles and are part of the
- * trianglestrip. They are only noticeable in wireframe mode.
+ * triangle strip. They are only noticeable in wireframe mode.
  * Second is Tri-Planar texture mode. Here the textures are rendered on all 3 axes and
  * then blended together to reduce distortion and stretching.
  * Third, which you have to modify the code to see, is Entropy LOD calculations.

+ 1 - 1
jme3-jbullet/src/main/java/com/jme3/bullet/PhysicsSpace.java

@@ -902,7 +902,7 @@ public class PhysicsSpace {
     /**
      * Sets the maximum amount of extra steps that will be used to step the physics
      * 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
+     * For example a maximum number of 2 can compensate for frame rates 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 it's overloaded.
      * @param steps The maximum number of extra steps, default is 4.

+ 1 - 1
jme3-jbullet/src/main/java/com/jme3/bullet/joints/PhysicsJoint.java

@@ -112,7 +112,7 @@ public abstract class PhysicsJoint implements Savable {
     }
 
     /**
-     * destroys this joint and removes it from its connected PhysicsRigidBodys joint lists
+     * destroys this joint and removes it from its connected PhysicsRigidBody's joint lists
      */
     public void destroy() {
         getBodyA().removeJoint(this);

+ 2 - 2
jme3-jbullet/src/main/java/com/jme3/bullet/objects/PhysicsVehicle.java

@@ -53,7 +53,7 @@ import java.util.ArrayList;
  * vehicle model as provided in btRaycastVehicle. Instead of simulation each wheel
  * and chassis as separate rigid bodies, connected by constraints, it uses a simplified model.
  * This simplified model has many benefits, and is widely used in commercial driving games.<br>
- * The entire vehicle is represented as a single rigidbody, the chassis.
+ * The entire vehicle is represented as a single rigid body, the chassis.
  * The collision detection of the wheels is approximated by ray casts,
  * and the tire friction is a basic anisotropic friction model.
  * </p>
@@ -115,7 +115,7 @@ public class PhysicsVehicle extends PhysicsRigidBody {
     }
 
     /**
-     * Used internally, creates the actual vehicle constraint when vehicle is added to phyicsspace
+     * Used internally, creates the actual vehicle constraint when vehicle is added to physics space
      * 
      * @param space the PhysicsSpace to use (alias created) or null for none
      */

+ 1 - 1
jme3-lwjgl/src/main/java/com/jme3/system/lwjgl/LwjglAbstractDisplay.java

@@ -113,7 +113,7 @@ public abstract class LwjglAbstractDisplay extends LwjglContext implements Runna
                 });
             }
 
-            // For canvas, this will create a pbuffer,
+            // For canvas, this will create a Pbuffer,
             // allowing us to query information.
             // When the canvas context becomes available, it will
             // be replaced seamlessly.

+ 2 - 2
jme3-lwjgl/src/main/java/com/jme3/system/lwjgl/LwjglContext.java

@@ -194,11 +194,11 @@ public abstract class LwjglContext implements JmeContext {
             listener.handleError("Failed to check if display is current", ex);
         }
         if ((Pbuffer.getCapabilities() & Pbuffer.PBUFFER_SUPPORTED) == 0) {
-            // No pbuffer, assume everything is supported.
+            // No PBuffer, assume everything is supported.
             return Integer.MAX_VALUE;
         } else {
             Pbuffer pb = null;
-            // OpenGL2 method: Create pbuffer and query samples
+            // OpenGL2 method: Create PBuffer and query samples
             // from GL_ARB_framebuffer_object or GL_EXT_framebuffer_multisample.
             try {
                 pb = new Pbuffer(1, 1, new PixelFormat(0, 0, 0), null);

+ 1 - 1
jme3-lwjgl3/src/main/java/com/jme3/system/lwjgl/LwjglWindow.java

@@ -494,7 +494,7 @@ public abstract class LwjglWindow extends LwjglContext implements Runnable {
 
             timer = new NanoTimer();
 
-            // For canvas, this will create a pbuffer,
+            // For canvas, this will create a PBuffer,
             // allowing us to query information.
             // When the canvas context becomes available, it will
             // be replaced seamlessly.

+ 1 - 1
jme3-networking/src/main/java/com/jme3/network/serializing/Serializer.java

@@ -446,7 +446,7 @@ public abstract class Serializer {
         // In that case, the SerializerRegistration object we get back isn't
         // really going to be capable of recreating the object on the other
         // end because it won't know what class to use.  This only comes up
-        // in writeclassAndObject() because we just wrote an ID to a more generic
+        // in writeClassAndObject() because we just wrote an ID to a more generic
         // class than will be readable on the other end.  The check is simple, though.
         if( reg.getType() != object.getClass() ) {
             throw new IllegalArgumentException("Class has not been registered:" 

+ 1 - 1
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);
                 
-                // Regrab 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();

+ 1 - 1
jme3-plugins/src/gltf/java/com/jme3/scene/plugins/gltf/GltfLoader.java

@@ -543,7 +543,7 @@ public class GltfLoader implements AssetLoader {
         assertNotNull(byteLength, "No byte length defined for bufferView " + bufferViewIndex);
         int byteStride = getAsInteger(bufferView, "byteStride", 0);
 
-        //target defines ELEMENT_ARRAY_BUFFER or ARRAY_BUFFER, but we already know that since we know we load the indexbuffer or any other...
+        //target defines ELEMENT_ARRAY_BUFFER or ARRAY_BUFFER, but we already know that since we know we load the index buffer or any other...
         //not sure it's useful for us, but I guess it's useful when you map data directly to the GPU.
         //int target = getAsInteger(bufferView, "target", 0);
 

+ 1 - 1
jme3-plugins/src/gltf/java/com/jme3/scene/plugins/gltf/GltfUtils.java

@@ -502,7 +502,7 @@ public class GltfUtils {
                 }
 
                 if (sum != 1f) {
-                    // compute new vals based on sum
+                    // compute new values based on sum
                     float sumToB = sum == 0 ? 0 : 1f / sum;
                     weightsArray[i] *= sumToB;
                     weightsArray[i + 1] *= sumToB;

+ 2 - 2
jme3-terrain/src/main/java/com/jme3/terrain/geomipmap/TerrainGrid.java

@@ -92,7 +92,7 @@ import java.util.logging.Logger;
  * an empty (non-loaded) area, it will trigger the system to load in the next tiles.
  * </p><p>
  * The tile loading is done on a background thread, and once the tile is loaded, then it is
- * attached to the qrid quad tree, back on the OGL thread. It will grab the terrain quad from
+ * attached to the grid quad tree, back on the OGL thread. It will grab the terrain quad from
  * the LRU cache if it exists. If it does not exist, it will load in the new TerrainQuad tile.
  * </p><p>
  * The loading of new tiles triggers events for any TerrainGridListeners. The events are:
@@ -349,7 +349,7 @@ public class TerrainGrid extends TerrainQuad {
             }
             q.setQuadrant((short)0);
             this.detachChild(q);
-            cellsLoaded++; // For gridoffset calc., maybe the run() method is a better location for this.
+            cellsLoaded++; // For gridOffset calculation, maybe the run() method is a better location for this.
         }
     }
 

+ 1 - 1
jme3-terrain/src/main/java/com/jme3/terrain/geomipmap/TerrainGridLodControl.java

@@ -59,7 +59,7 @@ public class TerrainGridLodControl extends TerrainLodControl {
         // 2: grids are associated with locations, and no incremental update is done, we load new grids for new locations, and unload those that are not needed anymore
         Vector3f cam = locations.isEmpty() ? Vector3f.ZERO.clone() : locations.get(0);
         Vector3f camCell = terrainGrid.getCamCell(cam); // get the grid index value of where the camera is (ie. 2,1)
-        if (terrainGrid.cellsLoaded > 1) {                  // Check if cells are updated before updating gridoffset.
+        if (terrainGrid.cellsLoaded > 1) {                  // Check if cells are updated before updating gridOffset.
             terrainGrid.gridOffset[0] = Math.round(camCell.x * (terrainGrid.size / 2));
             terrainGrid.gridOffset[1] = Math.round(camCell.z * (terrainGrid.size / 2));
             terrainGrid.cellsLoaded = 0;

+ 1 - 1
jme3-terrain/src/main/java/com/jme3/terrain/geomipmap/TerrainPatch.java

@@ -151,7 +151,7 @@ public class TerrainPatch extends Geometry {
     /**
      * Constructor instantiates a new <code>TerrainPatch</code> object. The
      * parameters and heightmap data are then processed to generate a
-     * <code>TriMesh</code> object for renderering.
+     * <code>TriMesh</code> object for rendering.
      *
      * @param name
      *			the name of the terrain patch.

+ 3 - 3
jme3-terrain/src/main/java/com/jme3/terrain/geomipmap/TerrainQuad.java

@@ -903,7 +903,7 @@ public class TerrainQuad extends Node implements Terrain {
                 int row = z;
                 boolean match = false;
 
-                // get the childs quadrant
+                // get the child's quadrant
                 int childQuadrant = 0;
                 if (spat instanceof TerrainQuad) {
                     childQuadrant = ((TerrainQuad) spat).getQuadrant();
@@ -948,7 +948,7 @@ public class TerrainQuad extends Node implements Terrain {
                 int row = z;
                 boolean match = false;
 
-                // get the childs quadrant
+                // get the child's quadrant
                 int childQuadrant = 0;
                 if (spat instanceof TerrainQuad) {
                     childQuadrant = ((TerrainQuad) spat).getQuadrant();
@@ -1020,7 +1020,7 @@ public class TerrainQuad extends Node implements Terrain {
                 int row = z;
                 boolean match = false;
 
-                // get the childs quadrant
+                // get the child's quadrant
                 int childQuadrant = 0;
                 if (spat instanceof TerrainQuad) {
                     childQuadrant = ((TerrainQuad) spat).getQuadrant();

+ 1 - 1
jme3-vr/src/main/java/com/jme3/input/vr/AbstractVRViewManager.java

@@ -204,7 +204,7 @@ public abstract class AbstractVRViewManager implements VRViewManager {
                                 } else if (f instanceof DirectionalLightShadowFilter){
                                     f2 = FilterUtil.cloneDirectionalLightShadowFilter(environment.getApplication().getAssetManager(), (DirectionalLightShadowFilter)f);
                                 } else {
-                                    f2 = f; // dof, bloom, lightscattering etc.
+                                    f2 = f; // dof, bloom, light scattering etc.
                                 }                    
                                 getRightPostProcessor().addFilter(f2);
                             }

+ 1 - 1
jme3-vr/src/main/java/com/jme3/shadow/InstancedDirectionalShadowFilter.java

@@ -6,7 +6,7 @@ import com.jme3.math.Vector4f;
 import com.jme3.renderer.Camera;
 
 /**
- * An instanced version of the {@link DirectionalLightShadowFilterVR directional light shadow filter} dedi.
+ * An instanced version of the {@link DirectionalLightShadowFilterVR directional light shadow filter}.
  * @author reden - phr00t - https://github.com/phr00t
  * @author Julien Seinturier - COMEX SA - <a href="http://www.seinturier.fr">http://www.seinturier.fr</a>
  */

+ 1 - 1
jme3-vr/src/main/java/com/jme3/system/lwjgl/LwjglWindowVR.java

@@ -334,7 +334,7 @@ public abstract class LwjglWindowVR extends LwjglContextVR implements Runnable {
             loadNatives();
             timer = new NanoTimer();
 
-            // For canvas, this will create a pbuffer,
+            // For canvas, this will create a PBuffer,
             // allowing us to query information.
             // When the canvas context becomes available, it will
             // be replaced seamlessly.