docs: Fix minor typos and tweaks (#696)

---------

Co-authored-by: Thierry Berger <contact@thierryberger.com>
This commit is contained in:
Bruce Mitchener
2024-07-22 16:32:08 +07:00
committed by GitHub
parent cf74150763
commit 7374653338
7 changed files with 23 additions and 23 deletions

View File

@@ -398,7 +398,7 @@ impl CCDSolver {
let start_time = toi.toi;
// NOTE: the 1 and 2 indices (e.g., `ch1`, `ch2`) bellow are unrelated to the
// NOTE: the 1 and 2 indices (e.g., `ch1`, `ch2`) below are unrelated to the
// ones we used above.
for ch1 in &colliders_to_check {
let co1 = &colliders[*ch1];

View File

@@ -1000,12 +1000,12 @@ impl RigidBodyDominance {
#[derive(Copy, Clone, Debug, PartialEq)]
#[cfg_attr(feature = "serde-serialize", derive(Serialize, Deserialize))]
pub struct RigidBodyActivation {
/// The threshold linear velocity bellow which the body can fall asleep.
/// The threshold linear velocity below which the body can fall asleep.
///
/// The value is "normalized", i.e., the actual threshold applied by the physics engine
/// is equal to this value multiplied by [`IntegrationParameters::length_unit`].
pub normalized_linear_threshold: Real,
/// The angular linear velocity bellow which the body can fall asleep.
/// The angular linear velocity below which the body can fall asleep.
pub angular_threshold: Real,
/// The amount of time the rigid-body must remain below the thresholds to be put to sleep.
pub time_until_sleep: Real,
@@ -1022,17 +1022,17 @@ impl Default for RigidBodyActivation {
}
impl RigidBodyActivation {
/// The default linear velocity bellow which a body can be put to sleep.
/// The default linear velocity below which a body can be put to sleep.
pub fn default_normalized_linear_threshold() -> Real {
0.4
}
/// The default angular velocity bellow which a body can be put to sleep.
/// The default angular velocity below which a body can be put to sleep.
pub fn default_angular_threshold() -> Real {
0.5
}
/// The amount of time the rigid-body must remain bellow its linear and angular velocity
/// The amount of time the rigid-body must remain below its linear and angular velocity
/// threshold before falling to sleep.
pub fn default_time_until_sleep() -> Real {
2.0

View File

@@ -40,15 +40,15 @@ pub(crate) fn region_width(depth: i8) -> Real {
(REGION_WIDTH_BASE * REGION_WIDTH_POWER_BASIS.powi(depth as i32)).min(MAX_AABB_EXTENT)
}
/// Computes the depth of the layer the given Aabb should be part of.
/// Computes the depth of the layer the given [`Aabb`] should be part of.
///
/// The idea here is that an Aabb should be part of a layer which has
/// regions large enough so that one Aabb doesn't crosses too many
/// The idea here is that an [`Aabb`] should be part of a layer which has
/// regions large enough so that one [`Aabb`] doesn't crosses too many
/// regions. But the regions must also not be too large, otherwise
/// we are loosing the benefits of Multi-SAP.
///
/// If the code bellow, we select a layer such that each region can
/// contain at least a chain of 10 contiguous objects with that Aabb.
/// If the code below, we select a layer such that each region can
/// contain at least a chain of 10 contiguous objects with that [`Aabb`].
pub(crate) fn layer_containing_aabb(aabb: &Aabb) -> i8 {
// Max number of elements of this size we would like one region to be able to contain.
const NUM_ELEMENTS_PER_DIMENSION: Real = 10.0;

View File

@@ -46,7 +46,7 @@ pub trait DebugRenderBackend {
color: [f32; 4],
);
/// Draws a set of line.
/// Draws a set of lines.
fn draw_polyline(
&mut self,
object: DebugRenderObject,
@@ -63,7 +63,7 @@ pub trait DebugRenderBackend {
}
}
/// Draws a chain of line.
/// Draws a chain of lines.
fn draw_line_strip(
&mut self,
object: DebugRenderObject,

View File

@@ -8,10 +8,10 @@ pub type DebugColor = [f32; 4];
/// Style used for computing colors when rendering the scene.
#[derive(Copy, Clone, Debug, PartialEq)]
pub struct DebugRenderStyle {
/// The number of subdivision used to approximate the curved
/// The number of subdivisions used to approximate the curved
/// parts of a shape with smooth faces.
pub subdivisions: u32,
/// The number of subdivision used to approimate the curved
/// The number of subdivisions used to approximate the curved
/// borders of round shapes.
pub border_subdivisions: u32,
/// The color of colliders attached to dynamic rigid-bodies.
@@ -42,13 +42,13 @@ pub struct DebugRenderStyle {
pub disabled_color_multiplier: [f32; 4],
/// The length of the local coordinate axes rendered for a rigid-body.
pub rigid_body_axes_length: Real,
/// The collor for the segments joining the two contact points.
/// The color for the segments joining the two contact points.
pub contact_depth_color: DebugColor,
/// The color of the contact normals.
pub contact_normal_color: DebugColor,
/// The length of the contact normals.
pub contact_normal_length: Real,
/// The color of the colliders Aabbs.
/// The color of the colliders' [`Aabb`]s.
pub collider_aabb_color: DebugColor,
}

View File

@@ -523,7 +523,7 @@ impl PhysicsPipeline {
// integration of external forces.
//
// If there is only one or zero CCD substep, there is no need
// to split the timetsep interval. So we can just skip this part.
// to split the timestep interval. So we can just skip this part.
if ccd_is_enabled && remaining_substeps > 1 {
// NOTE: Take forces into account when updating the bodies CCD activation flags
// these forces have not been integrated to the body's velocity yet.
@@ -725,7 +725,7 @@ mod test {
// Check that removing the body right after inserting it works.
// We add two dynamic bodies, one kinematic body and one fixed body before removing
// them. This include a non-regression test where deleting a kimenatic body crashes.
// them. This include a non-regression test where deleting a kinematic body crashes.
let rb = RigidBodyBuilder::dynamic().build();
let h1 = bodies.insert(rb.clone());
let h2 = bodies.insert(rb.clone());

View File

@@ -357,7 +357,7 @@ impl QueryPipeline {
self.qbvh.clear_and_rebuild(mode, self.dilation_factor);
}
/// Find the closest intersection between a ray and a set of collider.
/// Find the closest intersection between a ray and a set of colliders.
///
/// # Parameters
/// * `colliders` - The set of colliders taking part in this pipeline.
@@ -384,7 +384,7 @@ impl QueryPipeline {
self.qbvh.traverse_best_first(&mut visitor).map(|h| h.1)
}
/// Find the closest intersection between a ray and a set of collider.
/// Find the closest intersection between a ray and a set of colliders.
///
/// # Parameters
/// * `colliders` - The set of colliders taking part in this pipeline.
@@ -415,7 +415,7 @@ impl QueryPipeline {
self.qbvh.traverse_best_first(&mut visitor).map(|h| h.1)
}
/// Find the all intersections between a ray and a set of collider and passes them to a callback.
/// Find the all intersections between a ray and a set of colliders and passes them to a callback.
///
/// # Parameters
/// * `colliders` - The set of colliders taking part in this pipeline.
@@ -577,7 +577,7 @@ impl QueryPipeline {
.map(|h| (h.1 .1 .0, h.1 .0, h.1 .1 .1))
}
/// Finds all handles of all the colliders with an Aabb intersecting the given Aabb.
/// Finds all handles of all the colliders with an [`Aabb`] intersecting the given [`Aabb`].
pub fn colliders_with_aabb_intersecting_aabb(
&self,
aabb: &Aabb,