jme3-jbullet JavaDoc corrections (comments only)

accellbaker
Stephen Gold 6 years ago
parent 5bf619cca3
commit 8d6900a32a
  1. 4
      jme3-jbullet/src/main/java/com/jme3/bullet/PhysicsSpace.java
  2. 6
      jme3-jbullet/src/main/java/com/jme3/bullet/collision/PhysicsCollisionObject.java
  3. 4
      jme3-jbullet/src/main/java/com/jme3/bullet/collision/shapes/ConeCollisionShape.java
  4. 4
      jme3-jbullet/src/main/java/com/jme3/bullet/objects/PhysicsVehicle.java
  5. 6
      jme3-jbullet/src/main/java/com/jme3/bullet/objects/infos/RigidBodyMotionState.java
  6. 6
      jme3-jbullet/src/main/java/com/jme3/bullet/util/DebugShapeFactory.java

@ -1,5 +1,5 @@
/*
* Copyright (c) 2009-2018 jMonkeyEngine
* Copyright (c) 2009-2019 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
@ -411,7 +411,7 @@ public class PhysicsSpace {
* calls the callable on the next physics tick (ensuring e.g. force applying)
* @param <V>
* @param callable
* @return
* @return a new AppTask
*/
public <V> Future<V> enqueue(Callable<V> callable) {
AppTask<V> task = new AppTask<V>(callable);

@ -1,5 +1,5 @@
/*
* Copyright (c) 2009-2018 jMonkeyEngine
* Copyright (c) 2009-2019 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
@ -83,7 +83,7 @@ public abstract class PhysicsCollisionObject implements Savable {
/**
* Returns the collision group for this collision shape
* @return
* @return a bitmask with 1 bit set
*/
public int getCollisionGroup() {
return collisionGroup;
@ -129,7 +129,7 @@ public abstract class PhysicsCollisionObject implements Savable {
/**
* Gets the bitmask of collision groups that this object collides with.
* @return
* @return a bitmask
*/
public int getCollideWithGroups() {
return collisionGroupsMask;

@ -1,5 +1,5 @@
/*
* Copyright (c) 2009-2012 jMonkeyEngine
* Copyright (c) 2009-2019 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
@ -64,7 +64,7 @@ public class ConeCollisionShape extends CollisionShape {
*
* @param radius The radius of the cone in world units.
* @param height The height of the cone in world units.
* @param The axis towards which the cone faces, see the PhysicsSpace.AXIS_* constants.
* @param axis The axis towards which the cone faces, see the PhysicsSpace.AXIS_* constants.
*/
public ConeCollisionShape(float radius, float height, int axis) {
this.radius = radius;

@ -1,5 +1,5 @@
/*
* Copyright (c) 2009-2018 jMonkeyEngine
* Copyright (c) 2009-2019 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
@ -443,7 +443,7 @@ public class PhysicsVehicle extends PhysicsRigidBody {
/**
* Get the current speed of the vehicle in km/h
* @return
* @return the speed
*/
public float getCurrentVehicleSpeedKmHour() {
return vehicle.getCurrentSpeedKmHour();

@ -1,5 +1,5 @@
/*
* Copyright (c) 2009-2012 jMonkeyEngine
* Copyright (c) 2009-2019 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
@ -68,8 +68,8 @@ public class RigidBodyMotionState extends MotionState {
/**
* called from bullet when creating the rigidbody
* @param t
* @return
* @param t caller-provided storage for the Transform
* @return t
*/
public Transform getWorldTransform(Transform t) {
t.set(motionStateTrans);

@ -1,5 +1,5 @@
/*
* Copyright (c) 2009-2012 jMonkeyEngine
* Copyright (c) 2009-2019 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
@ -68,7 +68,7 @@ public class DebugShapeFactory {
* Creates a debug shape from the given collision shape. This is mostly used internally.<br>
* To attach a debug shape to a physics object, call <code>attachDebugShape(AssetManager manager);</code> on it.
* @param collisionShape
* @return
* @return a new Spatial or null
*/
public static Spatial getDebugShape(CollisionShape collisionShape) {
if (collisionShape == null) {
@ -152,7 +152,7 @@ public class DebugShapeFactory {
* Processes the given convex shape to retrieve a correctly ordered FloatBuffer to
* construct the shape from with a TriMesh.
*
* @param convexShape the shape to retreieve the vertices from.
* @param convexShape the shape to retrieve the vertices from.
* @return the vertices as a FloatBuffer, ordered as Triangles.
*/
private static FloatBuffer getVertices(ConvexShape convexShape) {

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