diff --git a/HeartLibrary/src/main/java/jme3utilities/mesh/DomeMesh.java b/HeartLibrary/src/main/java/jme3utilities/mesh/DomeMesh.java
index 7e5ad3a..101747c 100644
--- a/HeartLibrary/src/main/java/jme3utilities/mesh/DomeMesh.java
+++ b/HeartLibrary/src/main/java/jme3utilities/mesh/DomeMesh.java
@@ -1,5 +1,5 @@
/*
- Copyright (c) 2013-2023, Stephen Gold
+ Copyright (c) 2013-2024 Stephen Gold
All rights reserved.
Redistribution and use in source and binary forms, with or without
@@ -46,7 +46,7 @@ OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
/**
* A 3-D, static, Triangles-mode mesh for a dome (or a pie-cut segment thereof)
- * with radius=1, centered at the origin, with its top at (0,1,0) and its
+ * with radius=1, centered at the origin, with its apex at (0,1,0) and its
* equator in the X-Z plane.
*
* The key differences between this class and com.jme3.scene.shape.Dome are:
@@ -66,15 +66,15 @@ public class DomeMesh extends Mesh {
// constants and loggers
/**
- * default for the first (U) texture coordinate at the top of the dome
+ * default for the first (U) texture coordinate at the apex of the dome
*/
final public static float defaultTopU = 0.5f;
/**
- * default for the 2nd (V) texture coordinate at the top of the dome
+ * default for the 2nd (V) texture coordinate at the apex of the dome
*/
final public static float defaultTopV = 0.5f;
/**
- * default UV distance from top to rim
+ * default UV distance from apex to rim
*/
final public static float defaultUvScale = 0.44f;
/**
@@ -107,24 +107,25 @@ public class DomeMesh extends Mesh {
*/
private float segmentAngle;
/**
- * U-coordinate of the top (≤1, ≥0)
+ * U-coordinate of the apex (≤1, ≥0)
*/
private float topU;
/**
- * V-coordinate of the top (≤1, ≥0)
+ * V-coordinate of the apex (≤1, ≥0)
*/
private float topV;
/**
- * UV distance from top to equator (<0.5, >0)
+ * UV distance from apex to equator (<0.5, >0)
*/
private float uvScale;
/**
- * angle from top to rim (in radians, <Pi, >0, Pi/2 → hemisphere)
+ * angle from apex to rim (in radians, <Pi, >0, Pi/2 →
+ * hemisphere)
*/
private float verticalAngle;
/**
* number of samples in each longitudinal quadrant of the dome, including
- * both the top and the rim (≥2)
+ * both the apex and the rim (≥2)
*/
private int quadrantSamples;
/**
@@ -154,7 +155,7 @@ protected DomeMesh() {
* SkyMaterial.
*
* @param rimSamples number of samples around the rim (≥3)
- * @param quadrantSamples number of samples from top to rim, inclusive
+ * @param quadrantSamples number of samples from apex to rim, inclusive
* (≥2)
*/
public DomeMesh(int rimSamples, int quadrantSamples) {
@@ -168,11 +169,11 @@ public DomeMesh(int rimSamples, int quadrantSamples) {
* general form of the constructor.
*
* @param rimSamples number of samples around the rim (≥3)
- * @param quadrantSamples number of samples from top to rim, inclusive
+ * @param quadrantSamples number of samples from apex to rim, inclusive
* (≥2)
- * @param topU U-coordinate of the top (≤1, ≥0)
- * @param topV V-coordinate of the top (≤1, ≥0)
- * @param uvScale UV distance from top to equator (<0.5, >0)
+ * @param topU U-coordinate of the apex (≤1, ≥0)
+ * @param topV V-coordinate of the apex (≤1, ≥0)
+ * @param uvScale UV distance from apex to equator (<0.5, >0)
* @param inwardFacing if true, vertex normals point inward; if false, they
* point outward
*/
@@ -230,7 +231,7 @@ public Vector2f directionUV(Vector3f direction) {
// Avoid division by zero at the Y-axis.
if (norm.y < 0f) {
return null;
- } else { // top
+ } else { // apex
return new Vector2f(topU, topV);
}
}
@@ -268,7 +269,7 @@ public float elevationAngle(float u, float v) {
/**
* Read the U-V scale of this dome.
*
- * @return UV distance from top to equator (<0.5, >0)
+ * @return UV distance from apex to equator (<0.5, >0)
* @deprecated use {@link #getUvScale()}
*/
@Deprecated
@@ -281,7 +282,7 @@ public float getUVScale() {
/**
* Read the U-V scale of this dome.
*
- * @return UV distance from top to equator (<0.5, >0)
+ * @return UV distance from apex to equator (<0.5, >0)
*/
public float getUvScale() {
assert uvScale > 0f : uvScale;
@@ -451,7 +452,7 @@ private void updateCoordinates() {
}
}
- // The final vertex is at the top.
+ // The final vertex is at the apex.
int topIndex = vertexCount - 1;
logger.log(Level.INFO, "coords {0}", topIndex);
locationArray[topIndex] = new Vector3f(0f, 1f, 0f);
@@ -554,7 +555,7 @@ private void updateIndices() {
}
}
/*
- * The remaining (non-quad) triangles near the top of the dome
+ * The remaining (non-quad) triangles near the apex of the dome
* are arranged by longitude, starting from the +X meridian and
* proceeding counterclockwise as seen from +Y.
*/
diff --git a/license.txt b/license.txt
index 352e22c..a3d3cdd 100644
--- a/license.txt
+++ b/license.txt
@@ -1,4 +1,4 @@
-jme3utilities software packages except Icosphere.java Copyright (c) 2013-2023 Stephen Gold
+jme3utilities software packages except Icosphere.java Copyright (c) 2013-2024 Stephen Gold
All rights reserved.