Commit 5ead35c9 authored by Sergio Emanuel Rodriguez Rivera's avatar Sergio Emanuel Rodriguez Rivera
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updated GraphicsAndWindowsTest Javadocs

parent b49b973a
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+13 −7
Original line number Diff line number Diff line
@@ -176,15 +176,21 @@ public class GraphicsAndWindowsTest extends Application {
            private double directionZ = 10.0; // Direction of movement

            /**
             * Called at every frame while the {@link AnimationTimer} is active. This method contains the logic for
             * updating the scene's elements, such as moving objects, checking for boundary conditions, and updating
             * the FPS counter displayed in the scene.
             * Called at every frame while the {@link AnimationTimer} is active to update the scene's elements,
             * including object movements, boundary condition checks, mesh deformation on collision, and FPS counter updates.
             * <p>
             * Movement and boundary checking are based on the bounds of the 3D mesh and the cube within the scene.
             * The FPS counter is updated once every second, based on the number of frames rendered in that interval.
             * This method extends the scene update logic with collision detection between the mesh and a virtual bounding box,
             * causing mesh deformation upon nearing the box's edges. It calculates new positions for 3D objects based on their
             * current positions and direction vectors, simulates movement within the scene, and reverses the movement direction
             * at the scene's boundaries. Additionally, it modifies the mesh's vertices to "squish" the mesh when it comes close
             * to or collides with the bounding box, creating a more dynamic interaction between the scene's objects.
             * <p>
             * Movement, boundary checking, and mesh deformation logic are applied based on the bounds of the 3D mesh and cube within the scene.
             * The FPS counter is updated once every second, based on the number of frames rendered in that interval, to provide real-time
             * performance feedback.
             *
             * @param now The timestamp of the current frame given in nanoseconds. This value can be used to
             *            calculate the time difference between frames for smooth animation and movement.
             * @param now The timestamp of the current frame given in nanoseconds. This value is used to ensure smooth animations and
             *            consistent updates across frames.
             */
            @Override
            public void handle(long now) {