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correct errors in documentation (#1581)
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* correct typos in comments

* correct typos in Gradle variables

* correct typos in Java comments and Javadoc

* correct typos in non-Java comments

* Skeleton.java: don't replace "matrixes" with "matrices"
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stephengold authored Jul 15, 2021
1 parent 13baa3d commit 52568d7
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Showing 268 changed files with 460 additions and 460 deletions.
2 changes: 1 addition & 1 deletion .github/workflows/main.yml
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Expand Up @@ -26,7 +26,7 @@
# is running the build.
# >> Configure JAVADOC
# JAVADOC_GHPAGES_REPO="riccardoblsandbox/javadoc.jmonkeyengine.org.git"
# Generate a deloy key
# Generate a deploy key
# ssh-keygen -t rsa -b 4096 -C "actions@users.noreply.github.com" -f javadoc_deploy
# Set
# JAVADOC_GHPAGES_DEPLOY_PRIVKEY="......."
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14 changes: 7 additions & 7 deletions build.gradle
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Expand Up @@ -181,18 +181,18 @@ gradle.rootProject.ext.set("usePrebuildNatives", buildNativeProjects!="true");
if (skipPrebuildLibraries != "true" && buildNativeProjects != "true") {
String rootPath = rootProject.projectDir.absolutePath

Properties nativesSnasphotProp = new Properties()
File nativesSnasphotPropF = new File("${rootPath}/natives-snapshot.properties");
Properties nativesSnapshotProp = new Properties()
File nativesSnapshotPropF = new File("${rootPath}/natives-snapshot.properties");

if (nativesSnasphotPropF.exists()) {
if (nativesSnapshotPropF.exists()) {

nativesSnasphotPropF.withInputStream { nativesSnasphotProp.load(it) }
nativesSnapshotPropF.withInputStream { nativesSnapshotProp.load(it) }

String nativesSnasphot = nativesSnasphotProp.getProperty("natives.snapshot");
String nativesUrl = PREBUILD_NATIVES_URL.replace('${natives.snapshot}', nativesSnasphot)
String nativesSnapshot = nativesSnapshotProp.getProperty("natives.snapshot");
String nativesUrl = PREBUILD_NATIVES_URL.replace('${natives.snapshot}', nativesSnapshot)
println "Use natives snapshot: " + nativesUrl

String nativesZipFile = "${rootPath}" + File.separator + "build" + File.separator + nativesSnasphot + "-natives.zip"
String nativesZipFile = "${rootPath}" + File.separator + "build" + File.separator + nativesSnapshot + "-natives.zip"
String nativesPath = "${rootPath}" + File.separator + "build" + File.separator + "native"


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Expand Up @@ -263,7 +263,7 @@ private boolean checkClassName(String className) {
boolean include = true;
/* check to see if the class in inside the rootPackage package */
if (className.startsWith(rootPackage)) {
/* check to see if the class contains any of the exlusion strings */
/* check to see if the class contains any of the exclusion strings */
for (int i = 0; i < exclusions.size(); i++) {
if (className.contains(exclusions.get(i))) {
Log.d(TAG, "Skipping Class " + className + ". Includes exclusion string: " + exclusions.get(i) + ".");
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2 changes: 1 addition & 1 deletion jme3-android-native/decode.gradle
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Expand Up @@ -96,7 +96,7 @@ if (ndkExists && buildNativeProjects == "true") {

jar.into("lib") { from decodeBuildLibsDir }

// Helper class to wrap ant dowload task
// Helper class to wrap ant download task
class MyDownload extends DefaultTask {
@Input
String sourceUrl
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2 changes: 1 addition & 1 deletion jme3-android-native/openalsoft.gradle
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Expand Up @@ -124,7 +124,7 @@ if (ndkExists && buildNativeProjects == "true") {

jar.into("lib") { from openalsoftBuildLibsDir }

// Helper class to wrap ant dowload task
// Helper class to wrap ant download task
class MyDownload extends DefaultTask {
@Input
String sourceUrl
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Expand Up @@ -211,7 +211,7 @@ public void onCreate(Bundle savedInstanceState) {
logger.log(Level.FINE, "Using Retained App");
this.app = data.app;
} else {
// Discover the screen reolution
// Discover the screen resolution
//TODO try to find a better way to get a hand on the resolution
WindowManager wind = this.getWindowManager();
Display disp = wind.getDefaultDisplay();
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@@ -1,5 +1,5 @@
/*
* Copyright (c) 2009-2012 jMonkeyEngine
* Copyright (c) 2009-2021 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
Expand Down Expand Up @@ -116,11 +116,11 @@ public void onLongPress(MotionEvent event) {

@Override
public boolean onScroll(MotionEvent startEvent, MotionEvent endEvent, float distX, float distY) {
// if not scaleInProgess, send scroll events. This is to avoid sending
// if not scaleInProgress, send scroll events. This is to avoid sending
// scroll events when one of the fingers is lifted just before the other one.
// Avoids sending the scroll for that brief period of time.
// Return true so that the next event doesn't accumulate the distX and distY values.
// Apparantly, both distX and distY are negative.
// Apparently, both distX and distY are negative.
// Negate distX to get the real value, but leave distY negative to compensate
// for the fact that jME has y=0 at bottom where Android has y=0 at top.
if (!touchInput.getScaleDetector().isInProgress()) {
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Expand Up @@ -59,7 +59,7 @@
* case, when joystick.rumble(rumbleAmount) is called, the Android device will vibrate
* if the device has a built in vibrate motor.
*
* Because Andorid does not allow for the user to define the intensity of the
* Because Android does not allow for the user to define the intensity of the
* vibration, the rumble amount (ie strength) is converted into vibration pulses
* The stronger the strength amount, the shorter the delay between pulses. If
* amount is 1, then the vibration stays on the whole time. If amount is 0.5,
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Expand Up @@ -57,7 +57,7 @@
* AndroidTouchInput is the base class that receives touch inputs from the
* Android system and creates the TouchEvents for jME. This class is designed
* to handle the base touch events for Android rev 9 (Android 2.3). This is
* extended by other classes to add features that were introducted after
* extended by other classes to add features that were introduced after
* Android rev 9.
*
* @author iwgeric
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Expand Up @@ -219,7 +219,7 @@ public void prePhysicsTick(PhysicsSpace space, float tpf) {
float designatedVelocity = walkDirection.length();
if (designatedVelocity > 0) {
Vector3f localWalkDirection = vars.vect1;
//normalize walkdirection
//normalize walkDirection
localWalkDirection.set(walkDirection).normalizeLocal();
//check for the existing velocity in the desired direction
float existingVelocity = velocity.dot(localWalkDirection);
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Expand Up @@ -322,7 +322,7 @@ protected void ragDollUpdate(float tpf) {
//if the bone is the root bone, we apply the physic's transform to the model, so its position and rotation are correctly updated
if (link.bone.getParent() == null) {

//offsetting the physic's position/rotation by the root bone inverse model space position/rotaion
//offsetting the physics position/rotation by the root bone inverse model space position/rotation
modelPosition.set(p).subtractLocal(link.bone.getBindPosition());
targetModel.getParent().getWorldTransform().transformInverseVector(modelPosition, modelPosition);
modelRotation.set(q).multLocal(tmpRot2.set(link.bone.getBindRotation()).inverseLocal());
Expand All @@ -337,8 +337,8 @@ protected void ragDollUpdate(float tpf) {
link.bone.setUserTransformsInModelSpace(position, tmpRot1);

} else {
//some bones of the skeleton might not be associated with a collision shape.
//So we update them recusively
//some bones of the skeleton might not be associated with a collision shape
//so we update them recursively
RagdollUtils.setTransform(link.bone, position, tmpRot1, false, boneList);
}
}
Expand All @@ -351,7 +351,7 @@ protected void ragDollUpdate(float tpf) {
* @param tpf the time interval between frames (in seconds, &ge;0)
*/
protected void kinematicUpdate(float tpf) {
//the ragdoll does not have control, so the keyframed animation updates the physics position of the physics bonces
//the ragdoll does not have control, so the keyframe animation updates the physics position of the physics bones
TempVars vars = TempVars.get();
Quaternion tmpRot1 = vars.quat1;
Quaternion tmpRot2 = vars.quat2;
Expand All @@ -360,15 +360,15 @@ protected void kinematicUpdate(float tpf) {
// if(link.usedbyIK){
// continue;
// }
//if blended control this means, keyframed animation is updating the skeleton,
//blended control means keyframe animation is updating the skeleton,
//but to allow smooth transition, we blend this transformation with the saved position of the ragdoll
if (blendedControl) {
Vector3f position2 = vars.vect2;
//initializing tmp vars with the start position/rotation of the ragdoll
position.set(link.startBlendingPos);
tmpRot1.set(link.startBlendingRot);

//interpolating between ragdoll position/rotation and keyframed position/rotation
//interpolate between ragdoll position/rotation and keyframe position/rotation
tmpRot2.set(tmpRot1).nlerp(link.bone.getModelSpaceRotation(), blendStart / blendTime);
position2.set(position).interpolateLocal(link.bone.getModelSpacePosition(), blendStart / blendTime);
tmpRot1.set(tmpRot2);
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Expand Up @@ -323,7 +323,7 @@ public static void setTransform(Bone bone, Vector3f pos, Quaternion rot, boolean
setTransform(childBone, t.getTranslation(), t.getRotation(), restoreBoneControl, boneList);
}
}
//we give back the control to the keyframed animation
// return control to the keyframe animation
if (restoreBoneControl) {
bone.setUserControl(false);
}
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Expand Up @@ -185,7 +185,7 @@ private static CompoundCollisionShape createBoxCompoundShape(Node rootNode) {
* @param spatial the spatial on which to base the shape (not null)
* @return A MeshCollisionShape or a CompoundCollisionShape with
* MeshCollisionShapes as children if the supplied spatial is a Node. A
* HeightieldCollisionShape if a TerrainQuad was supplied.
* HeightfieldCollisionShape if a TerrainQuad was supplied.
*/
public static CollisionShape createMeshShape(Spatial spatial) {
if (spatial instanceof TerrainQuad) {
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2 changes: 1 addition & 1 deletion jme3-core/src/main/java/com/jme3/anim/AnimFactory.java
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Expand Up @@ -58,7 +58,7 @@
* it's possible for
* {@link #buildAnimation(com.jme3.anim.util.HasLocalTransform)} to negate the
* final rotation. To prevent an unwanted rotation at the end of the loop, you
* may need to add intemediate rotation keyframes.
* may need to add intermediate rotation keyframes.
*
* Inspired by Nehon's {@link com.jme3.animation.AnimationFactory}.
*/
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4 changes: 2 additions & 2 deletions jme3-core/src/main/java/com/jme3/anim/SkinningControl.java
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Expand Up @@ -337,7 +337,7 @@ void resetToBind() {
bpb.clear();
bnb.clear();

//reseting bind tangents if there is a bind tangent buffer
//resetting bind tangents if there is a bind tangent buffer
VertexBuffer bindTangents = mesh.getBuffer(Type.BindPoseTangent);
if (bindTangents != null) {
VertexBuffer tangents = mesh.getBuffer(Type.Tangent);
Expand Down Expand Up @@ -457,7 +457,7 @@ private void softwareSkinUpdate(Mesh mesh, Matrix4f[] offsetMatrices) {
* Method to apply skinning transforms to a mesh's buffers
*
* @param mesh the mesh
* @param offsetMatrices the offset matices to apply
* @param offsetMatrices the offset matrices to apply
*/
private void applySkinning(Mesh mesh, Matrix4f[] offsetMatrices) {
int maxWeightsPerVert = mesh.getMaxNumWeights();
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Original file line number Diff line number Diff line change
@@ -1,5 +1,5 @@
/*
* Copyright (c) 2015-2020 jMonkeyEngine
* Copyright (c) 2015-2021 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
Expand Down Expand Up @@ -36,7 +36,7 @@

/**
* Base implementation of the Tween interface that provides
* default implementations of the getLength() and interopolate()
* default implementations of the getLength() and interpolate()
* methods that provide common tween clamping and bounds checking.
* Subclasses need only override the doInterpolate() method and
* the rest is handled for them.
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Expand Up @@ -84,7 +84,7 @@ protected class Rotation {
*/
Vector3f eulerAngles = new Vector3f();
/**
* the index of the parent key frame is this keyFrame is a splitted rotation
* the index of the parent key frame is this keyFrame is a split rotation
*/
int masterKeyFrame = -1;

Expand Down Expand Up @@ -425,11 +425,11 @@ private void interpolate(Object[] keyFrames, Type type) {
if (key != -1) {
//computing the frame span to interpolate over
int span = key - i;
//interating over the frames
//iterating over the frames
for (int j = i; j <= key; j++) {
// computing interpolation value
float val = (j - i) / (float) span;
//interpolationg depending on the transform type
//interpolating depending on the transform type
switch (type) {
case Translation:
translations[j] = FastMath.interpolateLinear(val, (Vector3f) keyFrames[i], (Vector3f) keyFrames[key]);
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2 changes: 1 addition & 1 deletion jme3-core/src/main/java/com/jme3/animation/AudioTrack.java
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Expand Up @@ -49,7 +49,7 @@
* usage is
* <pre>
* AnimControl control model.getControl(AnimControl.class);
* AudioTrack track = new AudioTrack(existionAudioNode, control.getAnim("TheAnim").getLength());
* AudioTrack track = new AudioTrack(existingAudioNode, control.getAnim("TheAnim").getLength());
* control.getAnim("TheAnim").addTrack(track);
* </pre>
*
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Original file line number Diff line number Diff line change
Expand Up @@ -453,7 +453,7 @@ private void softwareSkinUpdate(Mesh mesh, Matrix4f[] offsetMatrices) {
* Method to apply skinning transforms to a mesh's buffers
*
* @param mesh the mesh
* @param offsetMatrices the offset matices to apply
* @param offsetMatrices the offset matrices to apply
*/
private void applySkinning(Mesh mesh, Matrix4f[] offsetMatrices) {
int maxWeightsPerVert = mesh.getMaxNumWeights();
Expand Down Expand Up @@ -560,7 +560,7 @@ private void applySkinning(Mesh mesh, Matrix4f[] offsetMatrices) {
*
* @param maxWeightsPerVert maximum number of weights per vertex
* @param mesh the mesh
* @param offsetMatrices the offsetMaytrices to apply
* @param offsetMatrices the offset matrices to apply
* @param tb the tangent vertexBuffer
*/
private void applySkinningTangents(Mesh mesh, Matrix4f[] offsetMatrices, VertexBuffer tb) {
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4 changes: 2 additions & 2 deletions jme3-core/src/main/java/com/jme3/animation/package.html
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Expand Up @@ -48,9 +48,9 @@ <h3>Skeletal Animation System</h3>
valid bone should be 0 and the weights following the last valid bone should be 0.0.
The buffers are designed in such a way so as to permit hardware skinning.<br>
<p>
The {@link com.jme3.animation.Skeleton} class describes a bone heirarchy with one
The {@link com.jme3.animation.Skeleton} class describes a bone hierarchy with one
or more root bones having children, thus containing all bones of the skeleton.
In addition to accessing the bones in the skeleton via the tree heirarchy, it
In addition to accessing the bones in the skeleton via the tree hierarchy, it
is also possible to access bones via index. The index for any given bone is
arbitrary and does not depend on the bone's location in the tree hierarchy.
It is this index that is specified in the BoneIndex VertexBuffer mentioned above
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4 changes: 2 additions & 2 deletions jme3-core/src/main/java/com/jme3/app/Application.java
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Expand Up @@ -169,13 +169,13 @@ public interface Application {

/**
* Starts the application.
* A bug occuring when using LWJGL3 prevents this method from returning until after the application is stopped.
* A bug occurring when using LWJGL3 prevents this method from returning until after the application is stopped.
*/
public void start();

/**
* Starts the application.
* A bug occuring when using LWJGL3 prevents this method from returning until after the application is stopped.
* A bug occurring when using LWJGL3 prevents this method from returning until after the application is stopped.
*
* @param waitFor true&rarr;wait for the context to be initialized,
* false&rarr;don't wait
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4 changes: 2 additions & 2 deletions jme3-core/src/main/java/com/jme3/app/LegacyApplication.java
Original file line number Diff line number Diff line change
Expand Up @@ -274,7 +274,7 @@ public Timer getTimer(){
}

private void initDisplay(){
// aquire important objects
// acquire important objects
// from the context
settings = context.getSettings();

Expand Down Expand Up @@ -310,7 +310,7 @@ private void initCamera(){
cam.lookAt(new Vector3f(0f, 0f, 0f), Vector3f.UNIT_Y);

renderManager = new RenderManager(renderer);
//Remy - 09/14/2010 setted the timer in the renderManager
//Remy - 09/14/2010 set the timer in the renderManager
renderManager.setTimer(timer);

if (prof != null) {
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4 changes: 2 additions & 2 deletions jme3-core/src/main/java/com/jme3/app/ResetStatsState.java
Original file line number Diff line number Diff line change
@@ -1,5 +1,5 @@
/*
* Copyright (c) 2009-2012 jMonkeyEngine
* Copyright (c) 2009-2021 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
Expand Down Expand Up @@ -39,7 +39,7 @@
* Resets (clearFrame()) the render's stats object every frame
* during AppState.render(). This state is registered once
* with Application to ensure that the stats are cleared once
* a frame. Using this makes sure that any Appliction based
* a frame. Using this makes sure that any Application-based
* application that properly runs its state manager will have
* stats reset no matter how many views it has or if it even
* has views.
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2 changes: 1 addition & 1 deletion jme3-core/src/main/java/com/jme3/app/package.html
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Expand Up @@ -27,7 +27,7 @@
<li>{@link com.jme3.audio.AudioRenderer} - Allows playing sound effects and
music.</li>
<li>{@link com.jme3.system.Timer} - The timer keeps track of time and allows
computing the time since the last frame (TPF) that is neccessary
computing the time since the last frame (TPF) that is necessary
for framerate-independent updates and motion.</li>
<li>{@link com.jme3.system.AppSettings} - A database containing various
settings for the application. These settings may be set by the user
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2 changes: 1 addition & 1 deletion jme3-core/src/main/java/com/jme3/app/state/AppState.java
Original file line number Diff line number Diff line change
Expand Up @@ -35,7 +35,7 @@
import com.jme3.renderer.RenderManager;

/**
* AppState represents continously executing code inside the main loop.
* AppState represents continuously executing code inside the main loop.
*
* An <code>AppState</code> can track when it is attached to the
* {@link AppStateManager} or when it is detached.
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Original file line number Diff line number Diff line change
@@ -1,5 +1,5 @@
/*
* Copyright (c) 2009-2012 jMonkeyEngine
* Copyright (c) 2009-2021 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
Expand Down Expand Up @@ -38,7 +38,7 @@
/**
* Used for loading {@link ShaderNodeDefinition shader nodes definition}
*
* Tells if the defintion has to be loaded with or without its documentation
* Determines whether the definition will be loaded with or without its documentation
*/
public class ShaderNodeDefinitionKey extends AssetKey<List<ShaderNodeDefinition>> {

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Original file line number Diff line number Diff line change
Expand Up @@ -88,7 +88,7 @@ private void removeCollectedAssets(){
public <T> void addToCache(AssetKey<T> key, T obj) {
removeCollectedAssets();

// NOTE: Some thread issues can hapen if another
// NOTE: Some thread issues can happen if another
// thread is loading an asset with the same key ..
AssetRef ref = new AssetRef(key, obj, refQueue);
assetCache.put(key, ref);
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2 changes: 1 addition & 1 deletion jme3-core/src/main/java/com/jme3/audio/AudioNode.java
Original file line number Diff line number Diff line change
Expand Up @@ -52,7 +52,7 @@
* An AudioNode is either positional or ambient, with positional being the
* default. Once a positional node is attached to the scene, its location and
* velocity relative to the {@link Listener} affect how it sounds when played.
* Positional nodes can only play monoaural (single-channel) assets, not stereo
* Positional nodes can only play monaural (single-channel) assets, not stereo
* ones.
*
* An ambient AudioNode plays in "headspace", meaning that the node's location
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