docs: Fix minor typos and tweaks (#696)
--------- Co-authored-by: Thierry Berger <contact@thierryberger.com>
This commit is contained in:
@@ -398,7 +398,7 @@ impl CCDSolver {
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let start_time = toi.toi;
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// NOTE: the 1 and 2 indices (e.g., `ch1`, `ch2`) bellow are unrelated to the
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// NOTE: the 1 and 2 indices (e.g., `ch1`, `ch2`) below are unrelated to the
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// ones we used above.
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for ch1 in &colliders_to_check {
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let co1 = &colliders[*ch1];
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@@ -1000,12 +1000,12 @@ impl RigidBodyDominance {
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#[derive(Copy, Clone, Debug, PartialEq)]
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#[cfg_attr(feature = "serde-serialize", derive(Serialize, Deserialize))]
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pub struct RigidBodyActivation {
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/// The threshold linear velocity bellow which the body can fall asleep.
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/// The threshold linear velocity below which the body can fall asleep.
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///
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/// The value is "normalized", i.e., the actual threshold applied by the physics engine
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/// is equal to this value multiplied by [`IntegrationParameters::length_unit`].
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pub normalized_linear_threshold: Real,
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/// The angular linear velocity bellow which the body can fall asleep.
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/// The angular linear velocity below which the body can fall asleep.
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pub angular_threshold: Real,
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/// The amount of time the rigid-body must remain below the thresholds to be put to sleep.
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pub time_until_sleep: Real,
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@@ -1022,17 +1022,17 @@ impl Default for RigidBodyActivation {
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}
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impl RigidBodyActivation {
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/// The default linear velocity bellow which a body can be put to sleep.
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/// The default linear velocity below which a body can be put to sleep.
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pub fn default_normalized_linear_threshold() -> Real {
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0.4
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}
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/// The default angular velocity bellow which a body can be put to sleep.
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/// The default angular velocity below which a body can be put to sleep.
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pub fn default_angular_threshold() -> Real {
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0.5
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}
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/// The amount of time the rigid-body must remain bellow it’s linear and angular velocity
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/// The amount of time the rigid-body must remain below it’s linear and angular velocity
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/// threshold before falling to sleep.
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pub fn default_time_until_sleep() -> Real {
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2.0
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@@ -40,15 +40,15 @@ pub(crate) fn region_width(depth: i8) -> Real {
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(REGION_WIDTH_BASE * REGION_WIDTH_POWER_BASIS.powi(depth as i32)).min(MAX_AABB_EXTENT)
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}
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/// Computes the depth of the layer the given Aabb should be part of.
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/// Computes the depth of the layer the given [`Aabb`] should be part of.
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///
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/// The idea here is that an Aabb should be part of a layer which has
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/// regions large enough so that one Aabb doesn't crosses too many
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/// The idea here is that an [`Aabb`] should be part of a layer which has
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/// regions large enough so that one [`Aabb`] doesn't crosses too many
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/// regions. But the regions must also not be too large, otherwise
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/// we are loosing the benefits of Multi-SAP.
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///
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/// If the code bellow, we select a layer such that each region can
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/// contain at least a chain of 10 contiguous objects with that Aabb.
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/// If the code below, we select a layer such that each region can
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/// contain at least a chain of 10 contiguous objects with that [`Aabb`].
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pub(crate) fn layer_containing_aabb(aabb: &Aabb) -> i8 {
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// Max number of elements of this size we would like one region to be able to contain.
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const NUM_ELEMENTS_PER_DIMENSION: Real = 10.0;
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@@ -46,7 +46,7 @@ pub trait DebugRenderBackend {
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color: [f32; 4],
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);
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/// Draws a set of line.
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/// Draws a set of lines.
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fn draw_polyline(
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&mut self,
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object: DebugRenderObject,
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@@ -63,7 +63,7 @@ pub trait DebugRenderBackend {
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}
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}
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/// Draws a chain of line.
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/// Draws a chain of lines.
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fn draw_line_strip(
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&mut self,
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object: DebugRenderObject,
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@@ -8,10 +8,10 @@ pub type DebugColor = [f32; 4];
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/// Style used for computing colors when rendering the scene.
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#[derive(Copy, Clone, Debug, PartialEq)]
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pub struct DebugRenderStyle {
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/// The number of subdivision used to approximate the curved
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/// The number of subdivisions used to approximate the curved
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/// parts of a shape with smooth faces.
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pub subdivisions: u32,
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/// The number of subdivision used to approimate the curved
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/// The number of subdivisions used to approximate the curved
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/// borders of round shapes.
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pub border_subdivisions: u32,
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/// The color of colliders attached to dynamic rigid-bodies.
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@@ -42,13 +42,13 @@ pub struct DebugRenderStyle {
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pub disabled_color_multiplier: [f32; 4],
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/// The length of the local coordinate axes rendered for a rigid-body.
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pub rigid_body_axes_length: Real,
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/// The collor for the segments joining the two contact points.
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/// The color for the segments joining the two contact points.
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pub contact_depth_color: DebugColor,
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/// The color of the contact normals.
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pub contact_normal_color: DebugColor,
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/// The length of the contact normals.
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pub contact_normal_length: Real,
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/// The color of the colliders Aabbs.
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/// The color of the colliders' [`Aabb`]s.
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pub collider_aabb_color: DebugColor,
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}
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@@ -523,7 +523,7 @@ impl PhysicsPipeline {
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// integration of external forces.
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//
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// If there is only one or zero CCD substep, there is no need
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// to split the timetsep interval. So we can just skip this part.
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// to split the timestep interval. So we can just skip this part.
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if ccd_is_enabled && remaining_substeps > 1 {
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// NOTE: Take forces into account when updating the bodies CCD activation flags
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// these forces have not been integrated to the body's velocity yet.
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@@ -725,7 +725,7 @@ mod test {
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// Check that removing the body right after inserting it works.
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// We add two dynamic bodies, one kinematic body and one fixed body before removing
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// them. This include a non-regression test where deleting a kimenatic body crashes.
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// them. This include a non-regression test where deleting a kinematic body crashes.
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let rb = RigidBodyBuilder::dynamic().build();
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let h1 = bodies.insert(rb.clone());
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let h2 = bodies.insert(rb.clone());
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@@ -357,7 +357,7 @@ impl QueryPipeline {
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self.qbvh.clear_and_rebuild(mode, self.dilation_factor);
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}
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/// Find the closest intersection between a ray and a set of collider.
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/// Find the closest intersection between a ray and a set of colliders.
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///
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/// # Parameters
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/// * `colliders` - The set of colliders taking part in this pipeline.
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@@ -384,7 +384,7 @@ impl QueryPipeline {
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self.qbvh.traverse_best_first(&mut visitor).map(|h| h.1)
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}
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/// Find the closest intersection between a ray and a set of collider.
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/// Find the closest intersection between a ray and a set of colliders.
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///
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/// # Parameters
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/// * `colliders` - The set of colliders taking part in this pipeline.
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@@ -415,7 +415,7 @@ impl QueryPipeline {
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self.qbvh.traverse_best_first(&mut visitor).map(|h| h.1)
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}
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/// Find the all intersections between a ray and a set of collider and passes them to a callback.
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/// Find the all intersections between a ray and a set of colliders and passes them to a callback.
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///
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/// # Parameters
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/// * `colliders` - The set of colliders taking part in this pipeline.
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@@ -577,7 +577,7 @@ impl QueryPipeline {
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.map(|h| (h.1 .1 .0, h.1 .0, h.1 .1 .1))
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}
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/// Finds all handles of all the colliders with an Aabb intersecting the given Aabb.
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/// Finds all handles of all the colliders with an [`Aabb`] intersecting the given [`Aabb`].
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pub fn colliders_with_aabb_intersecting_aabb(
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&self,
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aabb: &Aabb,
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