docs: Fix minor typos and tweaks (#696)
--------- Co-authored-by: Thierry Berger <contact@thierryberger.com>
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@@ -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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