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CharacterRef: refactor to avoid redundant import
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stephengold committed Nov 8, 2024
1 parent 09104ad commit 05ce77d
Showing 1 changed file with 23 additions and 13 deletions.
36 changes: 23 additions & 13 deletions src/main/java/com/github/stephengold/joltjni/CharacterRef.java
Original file line number Diff line number Diff line change
Expand Up @@ -21,7 +21,6 @@ of this software and associated documentation files (the "Software"), to deal
*/
package com.github.stephengold.joltjni;

import com.github.stephengold.joltjni.Character;
import com.github.stephengold.joltjni.enumerate.EActivation;
import com.github.stephengold.joltjni.enumerate.EGroundState;
import com.github.stephengold.joltjni.readonly.ConstCharacter;
Expand Down Expand Up @@ -93,7 +92,8 @@ public void addToPhysicsSystem(EActivation activation) {
public void addToPhysicsSystem(EActivation activation, boolean lockBodies) {
long characterVa = targetVa();
int ordinal = activation.ordinal();
Character.addToPhysicsSystem(characterVa, ordinal, lockBodies);
com.github.stephengold.joltjni.Character.addToPhysicsSystem(
characterVa, ordinal, lockBodies);
}

/**
Expand All @@ -116,7 +116,8 @@ public void postSimulation(float maxSeparation) {
*/
public void postSimulation(float maxSeparation, boolean lockBodies) {
long characterVa = targetVa();
Character.postSimulation(characterVa, maxSeparation, lockBodies);
com.github.stephengold.joltjni.Character.postSimulation(
characterVa, maxSeparation, lockBodies);
}

/**
Expand Down Expand Up @@ -153,7 +154,8 @@ public void setLinearVelocity(Vec3Arg velocity, boolean lockBodies) {
float vx = velocity.getX();
float vy = velocity.getY();
float vz = velocity.getZ();
Character.setLinearVelocity(characterVa, vx, vy, vz, lockBodies);
com.github.stephengold.joltjni.Character.setLinearVelocity(
characterVa, vx, vy, vz, lockBodies);
}

/**
Expand Down Expand Up @@ -186,7 +188,7 @@ public boolean setShape(
ConstShape shape, float maxPenetrationDepth, boolean lockBodies) {
long characterVa = targetVa();
long shapeVa = shape.targetVa();
boolean result = Character.setShape(
boolean result = com.github.stephengold.joltjni.Character.setShape(
characterVa, shapeVa, maxPenetrationDepth, lockBodies);

return result;
Expand All @@ -203,7 +205,8 @@ public boolean setShape(
@Override
public BodyId getBodyId() {
long characterVa = targetVa();
long idVa = Character.getBodyId(characterVa);
long idVa = com.github.stephengold.joltjni.Character.getBodyId(
characterVa);
BodyId result = new BodyId(idVa, true);

return result;
Expand Down Expand Up @@ -233,7 +236,8 @@ public RVec3 getCenterOfMassPosition() {
public RVec3 getCenterOfMassPosition(boolean lockBodies) {
long characterVa = targetVa();
double[] storeDoubles = new double[3];
Character.getCenterOfMassPosition(characterVa, storeDoubles, lockBodies);
com.github.stephengold.joltjni.Character.getCenterOfMassPosition(
characterVa, storeDoubles, lockBodies);
RVec3 result
= new RVec3(storeDoubles[0], storeDoubles[1], storeDoubles[2]);

Expand Down Expand Up @@ -407,7 +411,8 @@ public int getLayer() {
@Override
public int getLayer(boolean lockBodies) {
long characterVa = targetVa();
int result = Character.getLayer(characterVa);
int result = com.github.stephengold.joltjni.Character.getLayer(
characterVa);

return result;
}
Expand Down Expand Up @@ -435,7 +440,8 @@ public Vec3 getLinearVelocity() {
public Vec3 getLinearVelocity(boolean lockBodies) {
long characterVa = targetVa();
float[] storeFloats = new float[3];
Character.getLinearVelocity(characterVa, storeFloats, lockBodies);
com.github.stephengold.joltjni.Character.getLinearVelocity(
characterVa, storeFloats, lockBodies);
Vec3 result = new Vec3(storeFloats[0], storeFloats[1], storeFloats[2]);

return result;
Expand Down Expand Up @@ -464,7 +470,8 @@ public RVec3 getPosition() {
public RVec3 getPosition(boolean lockBodies) {
long characterVa = targetVa();
double[] storeDoubles = new double[3];
Character.getPosition(characterVa, storeDoubles, lockBodies);
com.github.stephengold.joltjni.Character.getPosition(
characterVa, storeDoubles, lockBodies);
RVec3 result
= new RVec3(storeDoubles[0], storeDoubles[1], storeDoubles[2]);

Expand Down Expand Up @@ -502,7 +509,7 @@ public void getPositionAndRotation(
long characterVa = targetVa();
double[] storeDoubles = new double[3];
float[] storeFloats = new float[4];
Character.getPositionAndRotation(
com.github.stephengold.joltjni.Character.getPositionAndRotation(
characterVa, storeDoubles, storeFloats, lockBodies);
storeLocation.set(storeDoubles[0], storeDoubles[1], storeDoubles[2]);
storeOrientation.set(
Expand Down Expand Up @@ -532,7 +539,8 @@ public Quat getRotation() {
public Quat getRotation(boolean lockBodies) {
long characterVa = targetVa();
float[] storeFloats = new float[4];
Character.getRotation(characterVa, storeFloats, lockBodies);
com.github.stephengold.joltjni.Character.getRotation(
characterVa, storeFloats, lockBodies);
Quat result = new Quat(
storeFloats[0], storeFloats[1], storeFloats[2], storeFloats[3]);

Expand Down Expand Up @@ -593,7 +601,9 @@ public RMat44 getWorldTransform() {
@Override
public RMat44 getWorldTransform(boolean lockBodies) {
long characterVa = targetVa();
long matrixVa = Character.getWorldTransform(characterVa, lockBodies);
long matrixVa
= com.github.stephengold.joltjni.Character.getWorldTransform(
characterVa, lockBodies);
RMat44 result = new RMat44(matrixVa, true);

return result;
Expand Down

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