diff --git a/jme3-bullet/src/main/java/com/jme3/bullet/objects/PhysicsRigidBody.java b/jme3-bullet/src/main/java/com/jme3/bullet/objects/PhysicsRigidBody.java index 1d59f304a..6f6eb4d76 100644 --- a/jme3-bullet/src/main/java/com/jme3/bullet/objects/PhysicsRigidBody.java +++ b/jme3-bullet/src/main/java/com/jme3/bullet/objects/PhysicsRigidBody.java @@ -51,9 +51,7 @@ import java.util.logging.Level; import java.util.logging.Logger; /** - *

- * PhysicsRigidBody - Basic physics object

- * + *

PhysicsRigidBody - Basic physics object

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