I’m currently playing around with JMonkey and have encountered some class documentation issues, you may want to fix. Currently it’s only for 2 Terrain classes, but maybe I have the time to add more.
Please tell if I’m doing it wrong. (Any way to commit it myself?)
First patch (only formatting):
[patch]
Index: src/terrain/com/jme3/terrain/geomipmap/TerrainGrid.java
===================================================================
— src/terrain/com/jme3/terrain/geomipmap/TerrainGrid.java (revision 9270)
+++ src/terrain/com/jme3/terrain/geomipmap/TerrainGrid.java (working copy)
@@ -58,25 +58,26 @@
import java.util.logging.Logger;
/**
-
- TerrainGrid itself is an actual TerrainQuad. Its four children are the visible four tiles.
- TerrainGrid itself is an actual TerrainQuad. Its four children are the visible four tiles.
- *
-
- <p>
- <p>
-
- TerrainGrid itself is an actual TerrainQuad. Its four children are the visible four tiles.</p>
- TerrainGrid itself is an actual TerrainQuad. Its four children are the visible four tiles.</p>
-
- </p><p>
- </p><p>
- The grid is indexed by cells. Each cell has an integer XZ coordinate originating at 0,0.
- TerrainGrid will piggyback on the TerrainLodControl so it can use the camera for its
- updates as well. It does this in the overwritten update() method.
- *
-
- </p><p>
- </p><p>
- It uses an LRU (Least Recently Used) cache of 16 terrain tiles (full TerrainQuadTrees). The
- center 4 are the ones that are visible. As the camera moves, it checks what camera cell it is in
- and will attach the now visible tiles.
- *
-
- The ‘quadIndex’ variable is a 4x4 array that represents the tiles. The center
- The ‘quadIndex’ variable is a 4x4 array that represents the tiles. The center
-
- </p><p>
- </p><p>
-
- The ‘quadIndex’ variable is a 4x4 array that represents the tiles. The center
- The ‘quadIndex’ variable is a 4x4 array that represents the tiles. The center
- four (index numbers: 5, 6, 9, 10) are what is visible. Each quadIndex value is an
- offset vector. The vector contains whole numbers and represents how many tiles in offset
- this location is from the center of the map. So for example the index 11 [Vector3f(2, 0, 1)]
- is located 2terrainSize in X axis and 1terrainSize in Z axis.
- *
-
- </p><p>
- </p><p>
- As the camera moves, it tests what cameraCell it is in. Each camera cell covers four quad tiles
- and is half way inside each one.
- *
-
- </p><pre>
- </p><pre>
+
+
* | 1 | 4 | Four terrainQuads that make up the grid
* | *..|..* | with the cameraCell in the middle, covering
@@ -84,22 +85,24 @@
* | *..|..* |
* | 2 | 3 |
* +
+
+
- *
+ * </pre><p>
* This results in the effect of when the camera gets half way across one of the sides of a quad to
* 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
* 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:
- * -tile Attached
- * -tile Detached
- * -grid moved.
- *
+ * <ul>
+ * <li>tile Attached
+ * <li>tile Detached
+ * <li>grid moved.
+ * </ul>
+ * <p>
* These allow physics to update, and other operation (often needed for loading the terrain) to occur
* at the right time.
- *
+ * </p>
* @author Anthyon
*/
public class TerrainGrid extends TerrainQuad {
[/patch]