Fix Javadoc warnings in OpenJDK 9+
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@ -788,7 +788,7 @@ public class PhysicsSpace {
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/**
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/**
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* Performs a sweep collision test and returns the results as a list of PhysicsSweepTestResults<br/>
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* Performs a sweep collision test and returns the results as a list of PhysicsSweepTestResults<br/>
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* You have to use different Transforms for start and end (at least distance > 0.4f).
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* You have to use different Transforms for start and end (at least distance greater than 0.4f).
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* SweepTest will not see a collision if it starts INSIDE an object and is moving AWAY from its center.
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* SweepTest will not see a collision if it starts INSIDE an object and is moving AWAY from its center.
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*/
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*/
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public List<PhysicsSweepTestResult> sweepTest(CollisionShape shape, Transform start, Transform end) {
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public List<PhysicsSweepTestResult> sweepTest(CollisionShape shape, Transform start, Transform end) {
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@ -804,7 +804,7 @@ public class PhysicsSpace {
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/**
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/**
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* Performs a sweep collision test and returns the results as a list of PhysicsSweepTestResults<br/>
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* Performs a sweep collision test and returns the results as a list of PhysicsSweepTestResults<br/>
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* You have to use different Transforms for start and end (at least distance > 0.4f).
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* You have to use different Transforms for start and end (at least distance greater than 0.4f).
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* SweepTest will not see a collision if it starts INSIDE an object and is moving AWAY from its center.
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* SweepTest will not see a collision if it starts INSIDE an object and is moving AWAY from its center.
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*/
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*/
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public List<PhysicsSweepTestResult> sweepTest(CollisionShape shape, Transform start, Transform end, List<PhysicsSweepTestResult> results) {
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public List<PhysicsSweepTestResult> sweepTest(CollisionShape shape, Transform start, Transform end, List<PhysicsSweepTestResult> results) {
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@ -917,7 +917,7 @@ public class PhysicsSpace {
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*
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*
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* The default is 10. Use 4 for low quality, 20 for high quality.
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* The default is 10. Use 4 for low quality, 20 for high quality.
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*
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*
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* @param numIterations The number of iterations used by the contact & constraint solver.
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* @param numIterations The number of iterations used by the contact and constraint solver.
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*/
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*/
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public void setSolverNumIterations(int numIterations) {
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public void setSolverNumIterations(int numIterations) {
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dynamicsWorld.getSolverInfo().numIterations = numIterations;
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dynamicsWorld.getSolverInfo().numIterations = numIterations;
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@ -301,7 +301,7 @@ public class PhysicsVehicle extends PhysicsRigidBody {
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* After adding the wheel, use direct wheel access.<br>
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* After adding the wheel, use direct wheel access.<br>
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* The damping coefficient for when the suspension is compressed.
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* The damping coefficient for when the suspension is compressed.
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* Set to k * 2.0 * FastMath.sqrt(m_suspensionStiffness) so k is proportional to critical damping.<br>
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* Set to k * 2.0 * FastMath.sqrt(m_suspensionStiffness) so k is proportional to critical damping.<br>
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* k = 0.0 undamped & bouncy, k = 1.0 critical damping<br>
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* k = 0.0 undamped/bouncy, k = 1.0 critical damping<br>
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* 0.1 to 0.3 are good values
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* 0.1 to 0.3 are good values
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* @param suspensionCompression the suspensionCompression to set
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* @param suspensionCompression the suspensionCompression to set
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*/
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*/
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@ -312,7 +312,7 @@ public class PhysicsVehicle extends PhysicsRigidBody {
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/**
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/**
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* The damping coefficient for when the suspension is compressed.
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* The damping coefficient for when the suspension is compressed.
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* Set to k * 2.0 * FastMath.sqrt(m_suspensionStiffness) so k is proportional to critical damping.<br>
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* Set to k * 2.0 * FastMath.sqrt(m_suspensionStiffness) so k is proportional to critical damping.<br>
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* k = 0.0 undamped & bouncy, k = 1.0 critical damping<br>
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* k = 0.0 undamped/bouncy, k = 1.0 critical damping<br>
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* 0.1 to 0.3 are good values
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* 0.1 to 0.3 are good values
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* @param wheel
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* @param wheel
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* @param suspensionCompression
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* @param suspensionCompression
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@ -178,7 +178,7 @@ public class VehicleWheel implements Savable {
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/**
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/**
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* the damping coefficient for when the suspension is compressed.
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* the damping coefficient for when the suspension is compressed.
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* Set to k * 2.0 * FastMath.sqrt(m_suspensionStiffness) so k is proportional to critical damping.<br>
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* Set to k * 2.0 * FastMath.sqrt(m_suspensionStiffness) so k is proportional to critical damping.<br>
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* k = 0.0 undamped & bouncy, k = 1.0 critical damping<br>
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* k = 0.0 undamped/bouncy, k = 1.0 critical damping<br>
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* 0.1 to 0.3 are good values
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* 0.1 to 0.3 are good values
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* @param wheelsDampingCompression
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* @param wheelsDampingCompression
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*/
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*/
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