fixed a few typos

This commit is contained in:
Stephan Dilly
2021-06-02 20:15:49 +02:00
committed by Sébastien Crozet
parent 97304597b8
commit 57ed0430d1

View File

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- The field `ContactPair::pair` (which contained two collider handles) has been replaced by two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