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Lint fixes
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willeastcott committed Nov 24, 2024
1 parent bc4d031 commit 51599d5
Showing 1 changed file with 38 additions and 4 deletions.
42 changes: 38 additions & 4 deletions src/framework/components/joint/component.js
Original file line number Diff line number Diff line change
Expand Up @@ -28,113 +28,147 @@ const properties = [
];

/**
* The JointComponent adds a physics joint constraint between two rigid body components.
* The JointComponent adds a physics joint constraint between two rigid body components.
* A joint connects two rigid bodies and restricts their relative movement in various ways.
* It supports both linear and angular constraints along all three axes, with options for:
*
*
* - Locked motion (no movement)
* - Free motion (unrestricted movement)
* - Limited motion (movement within specified limits)
* - Spring behavior (with configurable stiffness, damping, and equilibrium points)
*
*
* This can be used to create a variety of joint types like hinges, sliders, ball-and-socket joints, etc.
* Each degree of freedom (linear and angular) for each axis (X, Y, Z) can be configured independently.
*
*
* @beta

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*/
class JointComponent extends Component {
/** @private */
_constraint = null;

/** @private */
_entityA = null;

/** @private */
_entityB = null;

/** @private */
_breakForce = 3.4e+38;

/** @private */
_enableCollision = true;

// Linear X degree of freedom
/** @private */
_linearMotionX = MOTION_LOCKED;

/** @private */
_linearLimitsX = new Vec2(0, 0);

/** @private */
_linearSpringX = false;

/** @private */
_linearStiffnessX = 0;

/** @private */
_linearDampingX = 1;

/** @private */
_linearEquilibriumX = 0;

// Linear Y degree of freedom
/** @private */
_linearMotionY = MOTION_LOCKED;

/** @private */
_linearLimitsY = new Vec2(0, 0);

/** @private */
_linearSpringY = false;

/** @private */
_linearStiffnessY = 0;

/** @private */
_linearDampingY = 1;

/** @private */
_linearEquilibriumY = 0;

// Linear Z degree of freedom
/** @private */
_linearMotionZ = MOTION_LOCKED;

/** @private */
_linearLimitsZ = new Vec2(0, 0);

/** @private */
_linearSpringZ = false;

/** @private */
_linearStiffnessZ = 0;

/** @private */
_linearDampingZ = 1;

/** @private */
_linearEquilibriumZ = 0;

// Angular X degree of freedom
/** @private */
_angularMotionX = MOTION_LOCKED;

/** @private */
_angularLimitsX = new Vec2(0, 0);

/** @private */
_angularSpringX = false;

/** @private */
_angularStiffnessX = 0;

/** @private */
_angularDampingX = 1;

/** @private */
_angularEquilibriumX = 0;

// Angular Y degree of freedom
/** @private */
_angularMotionY = MOTION_LOCKED;

/** @private */
_angularLimitsY = new Vec2(0, 0);

/** @private */
_angularSpringY = false;

/** @private */
_angularStiffnessY = 0;

/** @private */
_angularDampingY = 1;

/** @private */
_angularEquilibriumY = 0;

// Angular Z degree of freedom
/** @private */
_angularMotionZ = MOTION_LOCKED;

/** @private */
_angularLimitsZ = new Vec2(0, 0);

/** @private */
_angularSpringZ = false;

/** @private */
_angularEquilibriumZ = 0;

/** @private */
_angularDampingZ = 1;

/** @private */
_angularStiffnessZ = 0;

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