fixed a few typos
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committed by
Sébastien Crozet
parent
97304597b8
commit
57ed0430d1
12
CHANGELOG.md
12
CHANGELOG.md
@@ -9,7 +9,7 @@ The user-guide has been fully rewritten and is now exhaustive! Check it out on [
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### Added
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- A prelude has been added in order to simplify the most common imports. For example: `use rapier3d::prelude::*`
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- Add `RigidBody::set_translation` and `RigidBody.translation()`.
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- Add `RigidBody::set_rotation` and `RigidBody.rotation().
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- Add `RigidBody::set_rotation` and `RigidBody.rotation()`.
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- Add `RigidBody::set_next_translation` for setting the next translation of a position-based kinematic body.
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- Add `RigidBody::set_next_rotation` for setting the next rotation of a position-based kinematic body.
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- Add kinematic bodies controlled at the velocity level: use `RigidBodyBuilder::new_kinematic_velocity_based` or
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@@ -21,7 +21,7 @@ The user-guide has been fully rewritten and is now exhaustive! Check it out on [
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### Modified
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The use of `RigidBodySet, ColliderSet, RigidBody, Collider` is no longer mandatory. Rigid-bodies and colliders have
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been split into multiple components that can be stored in a user-defined set. This is useful for integrating Rapier
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with other engines (for example this allows use to use Bevy's Query as our rigid-body/collider sets).
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with other engines (for example this allows us to use Bevy's Query as our rigid-body/collider sets).
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The `RigidBodySet, ColliderSet, RigidBody, Collider` are still the best option for whoever doesn't want to
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provide their own component sets.
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@@ -48,7 +48,7 @@ provide their own component sets.
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- The `InteractionGroups` is now a structures with two `u32` integers: one integers for the groups
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membership and one for the group filter mask. (Before, both were only 16-bits wide, and were
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packed into a single `u32`).
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- Before, sensor colliders had a default density set to 0.0 whereas non-sensor colliders had a
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- Before, sensor colliders had a default density set to 0.0 whereas non-sensor colliders had a
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default density of 1.0. This has been unified by setting the default density to 1.0 for both
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sensor and non-sensor colliders.
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- Colliders are no longer required to be attached to a rigid-body. Therefore, `ColliderSet::insert`
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@@ -63,9 +63,9 @@ provide their own component sets.
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#### Pipelines and others
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- The field `ContactPair::pair` (which contained two collider handles) has been replaced by two
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fields: `ContactPair::collider1` and `ContactPair::collider2`.
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- The list of active dynamic bodies is no retrieved with `IslandManager::active_dynamic_bodies`
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- The list of active dynamic bodies is now retrieved with `IslandManager::active_dynamic_bodies`
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instead of `RigidBodySet::iter_active_dynamic`.
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- The list of active kinematic bodies is no retrieved with `IslandManager::active_kinematic_bodies`
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- The list of active kinematic bodies is now retrieved with `IslandManager::active_kinematic_bodies`
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instead of `RigidBodySet::iter_active_kinematic`.
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- `NarrowPhase::contacts_with` now returns an `impl Iterator<Item = &ContactPair>` instead of
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an `Option<impl Iterator<Item = (ColliderHandle, ColliderHandle, &ContactPair)>>`. The colliders
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@@ -298,4 +298,4 @@ scene-wide queries. So far only ray-casting has been implemented.
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- Fix NaN when detection contacts between two polygonal faces where one has a normal perfectly perpendicular to the
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separating vector.
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- Fix bug collision detection between trimeshes and other shapes. The bug appeared depending on whether the trimesh
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collider was added before the other shape's collider or after.
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collider was added before the other shape's collider or after.
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