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@@ -198,8 +198,8 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
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/**
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* Directly alter this body's orientation.
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*
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- * @param rotation the desired orientation (quaternion, not null,
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- * unaffected)
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+ * @param rotation the desired orientation (quaternion, in physics-space
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+ * coordinates, not null, unaffected)
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*/
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public void setPhysicsRotation(Quaternion rotation) {
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setPhysicsRotation(objectId, rotation);
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@@ -211,8 +211,8 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
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* Copy the location of this body's center of mass.
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*
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* @param trans storage for the result (modified if not null)
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- * @return the location (either the provided storage or a new vector, not
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- * null)
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+ * @return the location (in physics-space coordinates, either the provided
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+ * storage or a new vector, not null)
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*/
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public Vector3f getPhysicsLocation(Vector3f trans) {
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if (trans == null) {
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@@ -250,7 +250,7 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
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private native void setInverseInertiaLocal(long objectId, Vector3f gravity);
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/**
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- * Read the principal components of the local inverse inertia tensor.
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+ * Copy the principal components of the local inverse inertia tensor.
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*
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* @param trans storage for the result (modified if not null)
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* @return a vector (either the provided storage or a new vector, not null)
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@@ -271,8 +271,8 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
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* Copy this body's orientation to a matrix.
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*
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* @param rot storage for the result (modified if not null)
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- * @return the orientation (either the provided storage or a new matrix, not
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- * null)
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+ * @return the orientation (in physics-space coordinates, either the
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+ * provided storage or a new matrix, not null)
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*/
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public Matrix3f getPhysicsRotationMatrix(Matrix3f rot) {
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if (rot == null) {
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@@ -473,7 +473,8 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
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/**
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* Copy this body's gravitational acceleration.
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*
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- * @return a new acceleration vector (not null)
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+ * @return a new acceleration vector (in physics-space coordinates, not
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+ * null)
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*/
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public Vector3f getGravity() {
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return getGravity(null);
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@@ -483,8 +484,8 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
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* Copy this body's gravitational acceleration.
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*
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* @param gravity storage for the result (modified if not null)
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- * @return an acceleration vector (either the provided storage or a new
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- * vector, not null)
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+ * @return an acceleration vector (in physics-space coordinates, either the
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+ * provided storage or a new vector, not null)
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*/
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public Vector3f getGravity(Vector3f gravity) {
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if (gravity == null) {
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@@ -619,7 +620,7 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
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/**
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* Copy this body's angular velocity.
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*
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- * @return a new velocity vector (not null)
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+ * @return a new velocity vector (in physics-space coordinates, not null)
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*/
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public Vector3f getAngularVelocity() {
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Vector3f vec = new Vector3f();
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@@ -632,7 +633,8 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
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/**
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* Copy this body's angular velocity.
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*
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- * @param vec storage for the result (not null, modified)
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+ * @param vec storage for the result (in physics-space coordinates, not
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+ * null, modified)
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*/
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public void getAngularVelocity(Vector3f vec) {
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getAngularVelocity(objectId, vec);
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@@ -653,7 +655,7 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
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/**
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* Copy the linear velocity of this body's center of mass.
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*
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- * @return a new velocity vector (not null)
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+ * @return a new velocity vector (in physics-space coordinates, not null)
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*/
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public Vector3f getLinearVelocity() {
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Vector3f vec = new Vector3f();
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@@ -666,7 +668,8 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
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/**
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* Copy the linear velocity of this body's center of mass.
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*
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- * @param vec storage for the result (not null, modified)
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+ * @param vec storage for the result (in physics-space coordinates, not
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+ * null, modified)
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*/
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public void getLinearVelocity(Vector3f vec) {
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getLinearVelocity(objectId, vec);
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@@ -691,7 +694,7 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
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* To apply an impulse, use applyImpulse, use applyContinuousForce to apply
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* continuous force.
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*
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- * @param force the force
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+ * @param force the force (not null, unaffected)
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* @param location the location of the force
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*/
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public void applyForce(Vector3f force, Vector3f location) {
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@@ -708,7 +711,7 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
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* To apply an impulse, use
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* {@link #applyImpulse(com.jme3.math.Vector3f, com.jme3.math.Vector3f)}.
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*
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- * @param force the force
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+ * @param force the force (not null, unaffected)
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*/
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public void applyCentralForce(Vector3f force) {
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applyCentralForce(objectId, force);
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@@ -724,7 +727,7 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
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* To apply an impulse, use
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* {@link #applyImpulse(com.jme3.math.Vector3f, com.jme3.math.Vector3f)}.
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*
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- * @param torque the torque
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+ * @param torque the torque (not null, unaffected)
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*/
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public void applyTorque(Vector3f torque) {
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applyTorque(objectId, torque);
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@@ -736,8 +739,8 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
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/**
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* Apply an impulse to the body the next physics update.
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*
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- * @param impulse applied impulse
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- * @param rel_pos location relative to object
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+ * @param impulse applied impulse (not null, unaffected)
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+ * @param rel_pos location relative to object (not null, unaffected)
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*/
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public void applyImpulse(Vector3f impulse, Vector3f rel_pos) {
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applyImpulse(objectId, impulse, rel_pos);
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@@ -870,9 +873,9 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
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private native float getAngularSleepingThreshold(long objectId);
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/**
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- * Read the X-component of this body's angular factor.
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+ * Read this body's angular factor for the X axis.
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*
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- * @return the X-component of the angular factor
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+ * @return the angular factor
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*/
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public float getAngularFactor() {
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return getAngularFactor(null).getX();
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@@ -882,7 +885,8 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
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* Copy this body's angular factors.
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*
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* @param store storage for the result (modified if not null)
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- * @return a vector (either the provided storage or a new vector, not null)
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+ * @return the angular factor for each axis (either the provided storage or
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+ * new vector, not null)
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*/
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public Vector3f getAngularFactor(Vector3f store) {
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// Done this way to prevent breaking the API.
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@@ -920,7 +924,7 @@ public class PhysicsRigidBody extends PhysicsCollisionObject {
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/**
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* Copy this body's linear factors.
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*
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- * @return a new vector (not null)
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+ * @return the linear factor for each axis (not null)
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*/
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public Vector3f getLinearFactor() {
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Vector3f vec = new Vector3f();
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