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Bullet RigidBody : revert IDE autoformatting noise

Dokthar 10 years ago
parent
commit
abbdefdcef
1 changed files with 31 additions and 62 deletions
  1. 31 62
      jme3-bullet/src/main/java/com/jme3/bullet/objects/PhysicsRigidBody.java

+ 31 - 62
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) {
@@ -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.<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
      */
@@ -524,10 +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.<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
      */
     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.<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
      */
     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<PhysicsJoint> getJoints() {