Bullet RigidBody : revert IDE autoformatting noise
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@ -51,9 +51,7 @@ import java.util.logging.Level;
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import java.util.logging.Logger;
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/**
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* <p>
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* PhysicsRigidBody - Basic physics object</p>
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*
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* <p>PhysicsRigidBody - Basic physics object</p>
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* @author normenhansen
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*/
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public class PhysicsRigidBody extends PhysicsCollisionObject {
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@ -68,7 +66,6 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
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/**
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* Creates a new PhysicsRigidBody with the supplied collision shape
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*
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* @param child
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* @param shape
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*/
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@ -137,7 +134,6 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
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/**
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* Sets the physics object location
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*
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* @param location the location of the actual physics object
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*/
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public void setPhysicsLocation(Vector3f location) {
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@ -148,7 +144,6 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
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/**
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* Sets the physics object rotation
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*
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* @param rotation the rotation of the actual physics object
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*/
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public void setPhysicsRotation(Matrix3f rotation) {
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@ -159,7 +154,6 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
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/**
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* Sets the physics object rotation
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*
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* @param rotation the rotation of the actual physics object
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*/
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public void setPhysicsRotation(Quaternion rotation) {
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@ -255,10 +249,9 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
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// return Converter.convert(tempTrans.basis, rotation);
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// }
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/**
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* Sets the node to kinematic mode. in this mode the node is not affected by
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* physics but affects other physics objects. Iits kinetic force is
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* calculated by the amount of movement it is exposed to and its weight.
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*
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* Sets the node to kinematic mode. in this mode the node is not affected by physics
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* but affects other physics objects. Iits kinetic force is calculated by the amount
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* of movement it is exposed to and its weight.
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* @param kinematic
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*/
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public void setKinematic(boolean kinematic) {
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@ -279,11 +272,8 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
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private native void setCcdSweptSphereRadius(long objectId, float radius);
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/**
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* Sets the amount of motion that has to happen in one physics tick to
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* trigger the continuous motion detection<br/>
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* This avoids the problem of fast objects moving through other objects, set
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* to zero to disable (default)
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*
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* Sets the amount of motion that has to happen in one physics tick to trigger the continuous motion detection<br/>
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* This avoids the problem of fast objects moving through other objects, set to zero to disable (default)
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* @param threshold
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*/
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public void setCcdMotionThreshold(float threshold) {
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@ -316,7 +306,6 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
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/**
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* Sets the mass of this PhysicsRigidBody, objects with mass=0 are static.
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*
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* @param mass
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*/
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public void setMass(float mass) {
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@ -356,9 +345,8 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
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/**
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* Set the local gravity of this PhysicsRigidBody<br/>
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* Set this after adding the node to the PhysicsSpace, the PhysicsSpace
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* assigns its current gravity to the physics node when its added.
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*
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* Set this after adding the node to the PhysicsSpace,
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* the PhysicsSpace assigns its current gravity to the physics node when its added.
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* @param gravity the gravity vector to set
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*/
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public void setGravity(Vector3f gravity) {
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@ -375,7 +363,6 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
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/**
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* Sets the friction of this physics object
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*
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* @param friction the friction of this physics object
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*/
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public void setFriction(float friction) {
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@ -402,11 +389,10 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
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public void setLinearDamping(float linearDamping) {
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setDamping(objectId, linearDamping, getAngularDamping());
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}
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public void setAngularDamping(float angularDamping) {
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setAngularDamping(objectId, angularDamping);
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}
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private native void setAngularDamping(long objectId, float factor);
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public float getLinearDamping() {
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@ -428,9 +414,7 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
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private native float getRestitution(long objectId);
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/**
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* The "bouncyness" of the PhysicsRigidBody, best performance if
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* restitution=0
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*
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* The "bouncyness" of the PhysicsRigidBody, best performance if restitution=0
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* @param restitution
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*/
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public void setRestitution(float restitution) {
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@ -441,7 +425,6 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
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/**
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* Get the current angular velocity of this PhysicsRigidBody
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*
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* @return the current linear velocity
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*/
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public Vector3f getAngularVelocity() {
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@ -454,7 +437,6 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
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/**
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* Get the current angular velocity of this PhysicsRigidBody
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*
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* @param vec the vector to store the velocity in
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*/
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public void getAngularVelocity(Vector3f vec) {
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@ -463,7 +445,6 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
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/**
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* Sets the angular velocity of this PhysicsRigidBody
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*
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* @param vec the angular velocity of this PhysicsRigidBody
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*/
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public void setAngularVelocity(Vector3f vec) {
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@ -475,7 +456,6 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
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/**
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* Get the current linear velocity of this PhysicsRigidBody
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*
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* @return the current linear velocity
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*/
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public Vector3f getLinearVelocity() {
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@ -488,7 +468,6 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
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/**
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* Get the current linear velocity of this PhysicsRigidBody
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*
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* @param vec the vector to store the velocity in
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*/
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public void getLinearVelocity(Vector3f vec) {
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@ -497,7 +476,6 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
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/**
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* Sets the linear velocity of this PhysicsRigidBody
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*
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* @param vec the linear velocity of this PhysicsRigidBody
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*/
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public void setLinearVelocity(Vector3f vec) {
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@ -508,11 +486,9 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
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private native void setLinearVelocity(long objectId, Vector3f vec);
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/**
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* Apply a force to the PhysicsRigidBody, only applies force if the next
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* physics update call updates the physics space.<br>
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* To apply an impulse, use applyImpulse, use applyContinuousForce to apply
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* continuous force.
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*
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* Apply a force to the PhysicsRigidBody, only applies force if the next physics update call
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* updates the physics space.<br>
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* To apply an impulse, use applyImpulse, use applyContinuousForce to apply continuous force.
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* @param force the force
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* @param location the location of the force
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*/
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@ -524,10 +500,10 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
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private native void applyForce(long objectId, Vector3f force, Vector3f location);
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/**
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* Apply a force to the PhysicsRigidBody, only applies force if the next
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* physics update call updates the physics space.<br>
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* Apply a force to the PhysicsRigidBody, only applies force if the next physics update call
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* updates the physics space.<br>
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* To apply an impulse, use applyImpulse.
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*
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*
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* @param force the force
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*/
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public void applyCentralForce(Vector3f force) {
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@ -538,10 +514,10 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
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private native void applyCentralForce(long objectId, Vector3f force);
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/**
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* Apply a force to the PhysicsRigidBody, only applies force if the next
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* physics update call updates the physics space.<br>
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* Apply a force to the PhysicsRigidBody, only applies force if the next physics update call
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* updates the physics space.<br>
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* To apply an impulse, use applyImpulse.
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*
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*
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* @param torque the torque
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*/
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public void applyTorque(Vector3f torque) {
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@ -553,7 +529,6 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
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/**
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* Apply an impulse to the PhysicsRigidBody in the next physics update.
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*
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* @param impulse applied impulse
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* @param rel_pos location relative to object
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*/
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@ -565,9 +540,7 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
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private native void applyImpulse(long objectId, Vector3f impulse, Vector3f rel_pos);
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/**
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* Apply a torque impulse to the PhysicsRigidBody in the next physics
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* update.
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*
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* Apply a torque impulse to the PhysicsRigidBody in the next physics update.
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* @param vec
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*/
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public void applyTorqueImpulse(Vector3f vec) {
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@ -579,7 +552,7 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
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/**
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* Clear all forces from the PhysicsRigidBody
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*
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*
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*/
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public void clearForces() {
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clearForces(objectId);
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@ -603,8 +576,7 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
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private native void setCollisionShape(long objectId, long collisionShapeId);
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/**
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* reactivates this PhysicsRigidBody when it has been deactivated because it
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* was not moving
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* reactivates this PhysicsRigidBody when it has been deactivated because it was not moving
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*/
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public void activate() {
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activate(objectId);
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@ -619,10 +591,8 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
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private native boolean isActive(long objectId);
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/**
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* sets the sleeping thresholds, these define when the object gets
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* deactivated to save ressources. Low values keep the object active when it
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* barely moves
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*
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* sets the sleeping thresholds, these define when the object gets deactivated
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* to save ressources. Low values keep the object active when it barely moves
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* @param linear the linear sleeping threshold
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* @param angular the angular sleeping threshold
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*/
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@ -676,25 +646,26 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
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}
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public void setAngularFactor(Vector3f factor) {
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setAngularFactor(objectId, factor);
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setAngularFactor(objectId, factor);
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}
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private native void setAngularFactor(long objectId, Vector3f factor);
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public Vector3f getLinearFactor() {
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Vector3f vec = new Vector3f();
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getLinearFactor(objectId, vec);
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getLinearFactor(objectId, vec);
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return vec;
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}
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private native void getLinearFactor(long objectId, Vector3f vec);
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public void setLinearFactor(Vector3f factor) {
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setLinearFactor(objectId, factor);
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setLinearFactor(objectId, factor);
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}
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private native void setLinearFactor(long objectId, Vector3f factor);
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/**
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* do not use manually, joints are added automatically
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*/
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@ -705,17 +676,15 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
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}
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/**
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*
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*
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*/
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public void removeJoint(PhysicsJoint joint) {
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joints.remove(joint);
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}
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/**
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* Returns a list of connected joints. This list is only filled when the
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* PhysicsRigidBody is actually added to the physics space or loaded from
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* disk.
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*
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* Returns a list of connected joints. This list is only filled when
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* the PhysicsRigidBody is actually added to the physics space or loaded from disk.
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* @return list of active joints connected to this PhysicsRigidBody
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*/
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public List<PhysicsJoint> getJoints() {
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