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| author | Stephan Dilly <dilly.stephan@gmail.com> | 2021-06-02 20:15:49 +0200 |
|---|---|---|
| committer | Sébastien Crozet <sebastien@crozet.re> | 2021-06-03 12:21:08 +0200 |
| commit | 57ed0430d107aaa9bf43b8c7fc5270008462893d (patch) | |
| tree | 3840ac5e75faf2459d4c9b9b0829ec7e36bf86b8 | |
| parent | 97304597b82b51f593b19da52786c3a71081a252 (diff) | |
| download | rapier-57ed0430d107aaa9bf43b8c7fc5270008462893d.tar.gz rapier-57ed0430d107aaa9bf43b8c7fc5270008462893d.tar.bz2 rapier-57ed0430d107aaa9bf43b8c7fc5270008462893d.zip | |
fixed a few typos
| -rw-r--r-- | CHANGELOG.md | 12 |
1 files changed, 6 insertions, 6 deletions
diff --git a/CHANGELOG.md b/CHANGELOG.md index f892d99..f5017ef 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -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.
\ No newline at end of file +collider was added before the other shape's collider or after. |
