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jme3-jbullet JavaDoc corrections (comments only)

Stephen Gold 6 ani în urmă
părinte
comite
058d729e55

+ 2 - 2
jme3-jbullet/src/main/java/com/jme3/bullet/PhysicsSpace.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);

+ 3 - 3
jme3-jbullet/src/main/java/com/jme3/bullet/collision/PhysicsCollisionObject.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
@@ -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;

+ 2 - 2
jme3-jbullet/src/main/java/com/jme3/bullet/collision/shapes/ConeCollisionShape.java

@@ -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;

+ 2 - 2
jme3-jbullet/src/main/java/com/jme3/bullet/objects/PhysicsVehicle.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
@@ -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();

+ 3 - 3
jme3-jbullet/src/main/java/com/jme3/bullet/objects/infos/RigidBodyMotionState.java

@@ -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);

+ 3 - 3
jme3-jbullet/src/main/java/com/jme3/bullet/util/DebugShapeFactory.java

@@ -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) {