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comment corrections in jme3-vr: mostly spelling and grammar

Stephen Gold 7 rokov pred
rodič
commit
d17049e8ac

+ 5 - 5
jme3-vr/src/main/java/com/jme3/app/VRAppState.java

@@ -1,7 +1,7 @@
 package com.jme3.app;
 
 /*
- * Copyright (c) 2009-2012 jMonkeyEngine
+ * Copyright (c) 2009-2018 jMonkeyEngine
  * All rights reserved.
  *
  * Redistribution and use in source and binary forms, with or without
@@ -117,7 +117,7 @@ public class VRAppState extends AbstractAppState {
      }
     
     /**
-     * Create a new VR app state with given settings. The app state relies on the the given {@link VREnvironment VR environment}.
+     * Create a new VR app state with given settings. The app state relies on the given {@link VREnvironment VR environment}.
      * @param settings the settings to use.
      * @param environment the {@link VREnvironment VR environment} that this app state is using.
      */
@@ -146,9 +146,9 @@ public class VRAppState extends AbstractAppState {
     }
 
     /**
-     * Set the frustrum values for the application.
-     * @param near the frustrum near value.
-     * @param far the frustrum far value.
+     * Set the frustum values for the application.
+     * @param near the frustum near value.
+     * @param far the frustum far value.
      */
     public void setFrustrumNearFar(float near, float far) {
         fNear = near;

+ 4 - 4
jme3-vr/src/main/java/com/jme3/app/VRApplication.java

@@ -332,9 +332,9 @@ public abstract class VRApplication implements Application, SystemListener {
     }
     
     /**
-     * Set the frustrum values for the application.
-     * @param near the frustrum near value.
-     * @param far the frustrum far value.
+     * Set the frustum values for the application.
+     * @param near the frustum near value.
+     * @param far the frustum far value.
      */
     public void setFrustrumNearFar(float near, float far) {
         fNear = near;
@@ -1006,7 +1006,7 @@ public abstract class VRApplication implements Application, SystemListener {
     }
     
     /**
-     * Set the scene observer. The VR headset will be linked to it. If no observer is set, the VR headset is linked to the the application {@link #getCamera() camera}.
+     * Set the scene observer. The VR headset will be linked to it. If no observer is set, the VR headset is linked to the application {@link #getCamera() camera}.
      * @param observer the scene observer.
      */
     public void setObserver(Spatial observer) {

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

@@ -219,7 +219,7 @@ public class VREnvironment {
     }
     
     /**
-     * Set the scene observer. The VR headset will be linked to it. If no observer is set, the VR headset is linked to the the application {@link #getCamera() camera}.
+     * Set the scene observer. The VR headset will be linked to it. If no observer is set, the VR headset is linked to the application {@link #getCamera() camera}.
      * @param observer the scene observer.
      */
     public void setObserver(Spatial observer) {

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

@@ -237,7 +237,7 @@ public class OculusVR implements VRAPI {
             hmdRelativeEyePositions[eye] = new Vector3f();
 
             // Find the eye render information - we use this in the
-            // view manager for giving LibOVR it's timewarp information.
+            // view manager for giving LibOVR its timewarp information.
             eyeRenderDesc[eye] = OVREyeRenderDesc.malloc();
             ovr_GetRenderDesc(session, eye, fovPorts[eye], eyeRenderDesc[eye]);
 

+ 3 - 3
jme3-vr/src/main/java/com/jme3/input/vr/oculus/OculusViewManager.java

@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2009-2017 jMonkeyEngine
+ * Copyright (c) 2009-2018 jMonkeyEngine
  * All rights reserved.
  *
  * Redistribution and use in source and binary forms, with or without
@@ -233,12 +233,12 @@ public class OculusViewManager extends AbstractVRViewManager {
     private void setupCamerasAndViews() {
         // TODO: Use LobOVR IPD etc
         if (environment != null) {
-            // get desired frustrum from original camera
+            // get desired frustum from original camera
             Camera origCam = environment.getCamera();
             float fFar = origCam.getFrustumFar();
             float fNear = origCam.getFrustumNear();
 
-            // restore frustrum on distortion scene cam, if needed
+            // restore frustum on distortion scene cam, if needed
             if (environment.isInstanceRendering()) {
                 leftCamera = origCam;
             } else {

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

@@ -497,12 +497,12 @@ public class OpenVRViewManager extends AbstractVRViewManager {
     private void setupCamerasAndViews() { 
     	
     	if (environment != null){
-    		// get desired frustrum from original camera
+    		// get desired frustum from original camera
             Camera origCam = environment.getCamera();        
             float fFar = origCam.getFrustumFar();
             float fNear = origCam.getFrustumNear();
             
-            // restore frustrum on distortion scene cam, if needed
+            // restore frustum on distortion scene cam, if needed
             if( environment.isInstanceRendering() ) {
                 leftCamera = origCam;
             } else if( environment.compositorAllowed() == false ) {

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

@@ -607,7 +607,7 @@ public class OSVRViewManager extends AbstractVRViewManager{
     	
     	if (environment != null){
     		if (environment.getApplication() != null){
-    			// get desired frustrum from original camera
+    			// get desired frustum from original camera
     	        Camera origCam = environment.getCamera();        
     	        float fFar = origCam.getFrustumFar();
     	        float fNear = origCam.getFrustumNear();
@@ -617,7 +617,7 @@ public class OSVRViewManager extends AbstractVRViewManager{
     	            ((OSVR)environment.getVRHardware()).getEyeInfo();
     	        }
     	        
-    	        // restore frustrum on distortion scene cam, if needed
+    	        // restore frustum on distortion scene cam, if needed
     	        if( environment.isInstanceRendering() ) {
     	            leftCamera = origCam;
     	        } else if( environment.compositorAllowed() == false ) {

+ 3 - 3
jme3-vr/src/main/java/com/jme3/shadow/AbstractShadowFilterVR.java

@@ -1,7 +1,7 @@
 package com.jme3.shadow;
 
 /*
- * Copyright (c) 2009-2012 jMonkeyEngine
+ * Copyright (c) 2009-2018 jMonkeyEngine
  * All rights reserved.
  *
  * Redistribution and use in source and binary forms, with or without
@@ -186,7 +186,7 @@ public abstract class AbstractShadowFilterVR<T extends AbstractShadowRendererVR>
     }
 
     /**
-     * returns the shdaow intensity
+     * returns the shadow intensity
      *
      * @see #setShadowIntensity(float shadowIntensity)
      * @return shadowIntensity
@@ -309,7 +309,7 @@ public abstract class AbstractShadowFilterVR<T extends AbstractShadowRendererVR>
 
 
     /**
-     * Get the the edge filtering mode.
+     * Get the edge filtering mode.
      * @return the edge filtering mode.
      */
     public EdgeFilteringMode getEdgeFilteringMode() {

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

@@ -1,7 +1,7 @@
 package com.jme3.shadow;
 
 /*
- * Copyright (c) 2009-2012 jMonkeyEngine
+ * Copyright (c) 2009-2018 jMonkeyEngine
  * All rights reserved.
  *
  * Redistribution and use in source and binary forms, with or without
@@ -487,7 +487,7 @@ public abstract class AbstractShadowRendererVR implements SceneProcessor, Savabl
         getReceivers(lightReceivers);
 
         if (lightReceivers.size() != 0) {
-            //setting params to recieving geometry list
+            //setting params to receiving geometry list
             setMatParams(lightReceivers);
 
             Camera cam = viewPort.getCamera();

+ 9 - 9
jme3-vr/src/main/java/com/jme3/shadow/DirectionalLightShadowFilterVR.java

@@ -1,7 +1,7 @@
 package com.jme3.shadow;
 
 /*
- * Copyright (c) 2009-2012 jMonkeyEngine
+ * Copyright (c) 2009-2018 jMonkeyEngine
  * All rights reserved.
  *
  * Redistribution and use in source and binary forms, with or without
@@ -43,10 +43,10 @@ import java.io.IOException;
 /**
  *
  * This Filter does basically the same as a DirectionalLightShadowRenderer
- * except it renders the post shadow pass as a fulscreen quad pass instead of a
+ * except it renders the post shadow pass as a fullscreen quad pass instead of a
  * geometry pass. It's mostly faster than PssmShadowRenderer as long as you have
- * more than a about ten shadow recieving objects. The expense is the draw back
- * that the shadow Recieve mode set on spatial is ignored. So basically all and
+ * more than a about ten shadow receiving objects. The expense is the draw back
+ * that the shadow Receive mode set on spatial is ignored. So basically all and
  * only objects that render depth in the scene receive shadows. See this post
  * for more details
  * http://jmonkeyengine.org/groups/general-2/forum/topic/silly-question-about-shadow-rendering/#post-191599
@@ -106,7 +106,7 @@ public class DirectionalLightShadowFilterVR extends AbstractShadowFilterVR<Direc
     }
 
     /**
-     * returns the labda parameter
+     * returns the lambda parameter
      *
      * @see #setLambda(float lambda)
      * @return lambda
@@ -117,12 +117,12 @@ public class DirectionalLightShadowFilterVR extends AbstractShadowFilterVR<Direc
 
     /**
      * Adjust the repartition of the different shadow maps in the shadow extend
-     * usualy goes from 0.0 to 1.0 a low value give a more linear repartition
+     * usually goes from 0.0 to 1.0 a low value give a more linear repartition
      * resulting in a constant quality in the shadow over the extends, but near
      * shadows could look very jagged a high value give a more logarithmic
      * repartition resulting in a high quality for near shadows, but the quality
      * quickly decrease over the extend. the default value is set to 0.65f
-     * (theoric optimal value).
+     * (theoretic optimal value).
      *
      * @param lambda the lambda value.
      */
@@ -140,8 +140,8 @@ public class DirectionalLightShadowFilterVR extends AbstractShadowFilterVR<Direc
     }
     
     /**
-     * Enables the stabilization of the shadows's edges. (default is <code>true</code>)
-     * This prevents shadows' edges to flicker when the camera moves
+     * Enables the stabilization of the shadow's edges. (default is <code>true</code>)
+     * This prevents shadow edges from flickering when the camera moves.
      * However it can lead to some shadow quality loss in some particular scenes.
      * @param stabilize <code>true</code> if the stabilization has to be enabled and <code>false</code> otherwise.
      * @see #isEnabledStabilization()

+ 10 - 10
jme3-vr/src/main/java/com/jme3/shadow/DirectionalLightShadowRendererVR.java

@@ -1,7 +1,7 @@
 package com.jme3.shadow;
 
 /*
- * Copyright (c) 2009-2012 jMonkeyEngine
+ * Copyright (c) 2009-2018 jMonkeyEngine
  * All rights reserved.
  *
  * Redistribution and use in source and binary forms, with or without
@@ -53,11 +53,11 @@ import com.jme3.shadow.ShadowUtil;
 import java.io.IOException;
 
 /**
- * DirectionalLightShadowRenderer renderer use Parrallel Split Shadow Mapping
+ * DirectionalLightShadowRenderer renderer use Parallel Split Shadow Mapping
  * technique (pssm)<br> It splits the view frustum in several parts and compute
  * a shadow map for each one.<br> splits are distributed so that the closer they
  * are from the camera, the smaller they are to maximize the resolution used of
- * the shadow map.<br> This result in a better quality shadow than standard
+ * the shadow map.<br> This results in a better quality shadow than standard
  * shadow mapping.<br> for more informations on this read this <a
  * href="http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html">http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html</a><br>
  * <p/>
@@ -77,7 +77,7 @@ public class DirectionalLightShadowRendererVR extends AbstractShadowRendererVR {
     private boolean stabilize = true;
     
     /**
-     * Used for serialzation use
+     * Used for serialization use
      * DirectionalLightShadowRenderer#DirectionalLightShadowRenderer(AssetManager
      * assetManager, int shadowMapSize, int nbSplits)
      */
@@ -182,7 +182,7 @@ public class DirectionalLightShadowRendererVR extends AbstractShadowRendererVR {
         // update frustum points based on current camera and split
         ShadowUtil.updateFrustumPoints(viewPort.getCamera(), splitsArray[shadowMapIndex], splitsArray[shadowMapIndex + 1], 1.0f, points);
 
-        //Updating shadow cam with curent split frustra
+        //Updating shadow cam with current split frusta
         if (lightReceivers.size()==0) {
             for (Spatial scene : viewPort.getScenes()) {
               ShadowUtil.getGeometriesInCamFrustum(scene, viewPort.getCamera(), RenderQueue.ShadowMode.Receive, lightReceivers);
@@ -231,7 +231,7 @@ public class DirectionalLightShadowRendererVR extends AbstractShadowRendererVR {
     }
 
     /**
-     * returns the labda parameter see #setLambda(float lambda)
+     * returns the lambda parameter see #setLambda(float lambda)
      *
      * @return lambda
      */
@@ -241,10 +241,10 @@ public class DirectionalLightShadowRendererVR extends AbstractShadowRendererVR {
 
     /**
      * Adjust the repartition of the different shadow maps in the shadow extend
-     * usualy goes from 0.0 to 1.0
+     * usually goes from 0.0 to 1.0
      * a low value give a more linear repartition resulting in a constant quality in the shadow over the extends, but near shadows could look very jagged
      * a high value give a more logarithmic repartition resulting in a high quality for near shadows, but the quality quickly decrease over the extend.
-     * the default value is set to 0.65f (theoric optimal value).
+     * the default value is set to 0.65f (theoretic optimal value).
      * @param lambda the lambda value.
      */
     public void setLambda(float lambda) {
@@ -260,8 +260,8 @@ public class DirectionalLightShadowRendererVR extends AbstractShadowRendererVR {
     }
     
     /**
-     * Enables the stabilization of the shadows's edges. (default is true)
-     * This prevents shadows' edges to flicker when the camera moves
+     * Enables the stabilization of the shadow's edges. (default is true)
+     * This prevents shadow edges from flickering when the camera moves.
      * However it can lead to some shadow quality loss in some particular scenes.
      * @param stabilize  <code>true</code> if stabilization has to be enabled and <code>false</code> otherwise.
      */

+ 3 - 3
jme3-vr/src/main/java/com/jme3/shadow/VRDirectionalLightShadowRenderer.java

@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2009-2012 jMonkeyEngine
+ * Copyright (c) 2009-2018 jMonkeyEngine
  * All rights reserved.
  *
  * Redistribution and use in source and binary forms, with or without
@@ -35,11 +35,11 @@ import com.jme3.asset.AssetManager;
 import com.jme3.shadow.DirectionalLightShadowRenderer;
 
 /**
- * DirectionalLightShadowRenderer renderer use Parrallel Split Shadow Mapping
+ * DirectionalLightShadowRenderer renderer use Parallel Split Shadow Mapping
  * technique (pssm)<br> It splits the view frustum in several parts and compute
  * a shadow map for each one.<br> splits are distributed so that the closer they
  * are from the camera, the smaller they are to maximize the resolution used of
- * the shadow map.<br> This result in a better quality shadow than standard
+ * the shadow map.<br> This results in a better quality shadow than standard
  * shadow mapping.<br> for more informations on this read this <a
  * href="http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html">http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html</a><br>
  * <p/>

+ 3 - 3
jme3-vr/src/main/java/com/jme3/system/lwjgl/LwjglWindowVR.java

@@ -1,7 +1,7 @@
 package com.jme3.system.lwjgl;
 
 /*
- * Copyright (c) 2009-2012 jMonkeyEngine
+ * Copyright (c) 2009-2018 jMonkeyEngine
  * All rights reserved.
  *
  * Redistribution and use in source and binary forms, with or without
@@ -101,7 +101,7 @@ public abstract class LwjglWindowVR extends LwjglContextVR implements Runnable {
     }
 
     /**
-     * Set the title if its a windowed display
+     * Set the title if it's a windowed display
      *
      * @param title the title to set
      */
@@ -112,7 +112,7 @@ public abstract class LwjglWindowVR extends LwjglContextVR implements Runnable {
     }
 
     /**
-     * Restart if its a windowed or full-screen display.
+     * Restart if it's a windowed or full-screen display.
      */
     public void restart() {
         if (created.get()) {