chore: misc typo fixes
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committed by
Sébastien Crozet
parent
d0866d4232
commit
425b2fc83d
@@ -145,7 +145,7 @@ pub struct KinematicCharacterController {
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/// Increase this number if your character appears to get stuck when sliding against surfaces.
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///
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/// This is a small distance applied to the movement toward the contact normals of shapes hit
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/// by the character controller. This helps shape-casting not getting stuck in an alway-penetrating
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/// by the character controller. This helps shape-casting not getting stuck in an always-penetrating
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/// state during the sliding calculation.
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///
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/// This value should remain fairly small since it can introduce artificial "bumps" when sliding
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@@ -49,12 +49,12 @@ pub struct IntegrationParameters {
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/// (default `1.0`).
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pub warmstart_coefficient: Real,
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/// The approximate size of most dynamic objects in the scale.
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/// The approximate size of most dynamic objects in the scene.
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///
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/// This value is used internally to estimate some length-based tolerance. In particular, the
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/// values [`IntegrationParametres::allowed_linear_error`],
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/// [`IntegrationParametres::max_penetration_correction`],
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/// [`IntegrationParametres::prediction_distance`], [`RigidBodyActivation::linear_threshold`]
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/// values [`IntegrationParameters::allowed_linear_error`],
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/// [`IntegrationParameters::max_penetration_correction`],
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/// [`IntegrationParameters::prediction_distance`], [`RigidBodyActivation::linear_threshold`]
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/// are scaled by this value implicitly.
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///
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/// This value can be understood as the number of units-per-meter in your physical world compared
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@@ -158,12 +158,16 @@ impl Collider {
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self.flags.active_collision_types = active_collision_types;
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}
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/// The collision skin of this collider.
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/// The contact skin of this collider.
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///
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/// See the documentation of [`ColliderBuilder::contact_skin`] for details.
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pub fn contact_skin(&self) -> Real {
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self.contact_skin
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}
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/// Sets the collision skin of this collider.
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/// Sets the contact skin of this collider.
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///
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/// See the documentation of [`ColliderBuilder::contact_skin`] for details.
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pub fn set_contact_skin(&mut self, skin_thickness: Real) {
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self.contact_skin = skin_thickness;
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}
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@@ -451,7 +455,7 @@ impl Collider {
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/// Compute the axis-aligned bounding box of this collider.
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///
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/// This AABB doesn’t take into account the collider’s collision skin.
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/// This AABB doesn’t take into account the collider’s contact skin.
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/// [`Collider::contact_skin`].
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pub fn compute_aabb(&self) -> Aabb {
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self.shape.compute_aabb(&self.pos)
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@@ -519,7 +523,7 @@ pub struct ColliderBuilder {
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pub enabled: bool,
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/// The total force magnitude beyond which a contact force event can be emitted.
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pub contact_force_event_threshold: Real,
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/// An extract thickness around the collider shape to keep them further apart when in collision.
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/// An extra thickness around the collider shape to keep them further apart when colliding.
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pub contact_skin: Real,
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}
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@@ -973,12 +977,12 @@ impl ColliderBuilder {
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self
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}
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/// Sets the collision skin of the collider.
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/// Sets the contact skin of the collider.
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///
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/// The collision skin acts as if the collider was enlarged with a skin of width `skin_thickness`
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/// The contact skin acts as if the collider was enlarged with a skin of width `skin_thickness`
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/// around it, keeping objects further apart when colliding.
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///
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/// A non-zero collision skin can increase performance, and in some cases, stability. However
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/// A non-zero contact skin can increase performance, and in some cases, stability. However
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/// it creates a small gap between colliding object (equal to the sum of their skin). If the
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/// skin is sufficiently small, this might not be visually significant or can be hidden by the
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/// rendering assets.
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