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authorStephan Dilly <dilly.stephan@gmail.com>2021-06-02 20:15:49 +0200
committerSébastien Crozet <sebastien@crozet.re>2021-06-03 12:21:08 +0200
commit57ed0430d107aaa9bf43b8c7fc5270008462893d (patch)
tree3840ac5e75faf2459d4c9b9b0829ec7e36bf86b8
parent97304597b82b51f593b19da52786c3a71081a252 (diff)
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fixed a few typos
-rw-r--r--CHANGELOG.md12
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.