Bullet RigidBody : revert IDE autoformatting noise

experimental
Dokthar 10 years ago
parent b1473c302c
commit abbdefdcef
  1. 77
      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;
/**
* <p>
* PhysicsRigidBody - Basic physics object</p>
*
* <p>PhysicsRigidBody - Basic physics object</p>
* @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<br/>
* 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<br/>
* 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<br/>
* 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) {
@ -406,7 +393,6 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
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.<br>
* 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.<br>
* To apply an impulse, use applyImpulse, use applyContinuousForce to apply continuous force.
* @param force the force
* @param location the location of the force
*/
@ -524,8 +500,8 @@ 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.<br>
* Apply a force to the PhysicsRigidBody, only applies force if the next physics update call
* updates the physics space.<br>
* To apply an impulse, use applyImpulse.
*
* @param force the force
@ -538,8 +514,8 @@ 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.<br>
* Apply a force to the PhysicsRigidBody, only applies force if the next physics update call
* updates the physics space.<br>
* To apply an impulse, use applyImpulse.
*
* @param torque the 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) {
@ -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
*/
@ -695,6 +665,7 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
private native void setLinearFactor(long objectId, Vector3f factor);
/**
* do not use manually, joints are added automatically
*/
@ -712,10 +683,8 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
}
/**
* 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<PhysicsJoint> getJoints() {

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