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authorBruce Mitchener <bruce.mitchener@gmail.com>2024-07-22 16:32:08 +0700
committerGitHub <noreply@github.com>2024-07-22 11:32:08 +0200
commit7374653338cf1a2669aa8b072ff5376262149474 (patch)
treef57db02a6f9323351bfc1a246381d4973b04ca9f
parentcf74150763dd575bc0399087e845e9be62aba56f (diff)
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docs: Fix minor typos and tweaks (#696)
--------- Co-authored-by: Thierry Berger <contact@thierryberger.com>
-rw-r--r--src/dynamics/ccd/ccd_solver.rs2
-rw-r--r--src/dynamics/rigid_body_components.rs10
-rw-r--r--src/geometry/broad_phase_multi_sap/sap_utils.rs10
-rw-r--r--src/pipeline/debug_render_pipeline/debug_render_backend.rs4
-rw-r--r--src/pipeline/debug_render_pipeline/debug_render_style.rs8
-rw-r--r--src/pipeline/physics_pipeline.rs4
-rw-r--r--src/pipeline/query_pipeline/mod.rs8
7 files changed, 23 insertions, 23 deletions
diff --git a/src/dynamics/ccd/ccd_solver.rs b/src/dynamics/ccd/ccd_solver.rs
index eaabf77..e9ecfb8 100644
--- a/src/dynamics/ccd/ccd_solver.rs
+++ b/src/dynamics/ccd/ccd_solver.rs
@@ -398,7 +398,7 @@ impl CCDSolver {
let start_time = toi.toi;
- // NOTE: the 1 and 2 indices (e.g., `ch1`, `ch2`) bellow are unrelated to the
+ // NOTE: the 1 and 2 indices (e.g., `ch1`, `ch2`) below are unrelated to the
// ones we used above.
for ch1 in &colliders_to_check {
let co1 = &colliders[*ch1];
diff --git a/src/dynamics/rigid_body_components.rs b/src/dynamics/rigid_body_components.rs
index 38ba491..6bc2949 100644
--- a/src/dynamics/rigid_body_components.rs
+++ b/src/dynamics/rigid_body_components.rs
@@ -1000,12 +1000,12 @@ impl RigidBodyDominance {
#[derive(Copy, Clone, Debug, PartialEq)]
#[cfg_attr(feature = "serde-serialize", derive(Serialize, Deserialize))]
pub struct RigidBodyActivation {
- /// The threshold linear velocity bellow which the body can fall asleep.
+ /// The threshold linear velocity below which the body can fall asleep.
///
/// The value is "normalized", i.e., the actual threshold applied by the physics engine
/// is equal to this value multiplied by [`IntegrationParameters::length_unit`].
pub normalized_linear_threshold: Real,
- /// The angular linear velocity bellow which the body can fall asleep.
+ /// The angular linear velocity below which the body can fall asleep.
pub angular_threshold: Real,
/// The amount of time the rigid-body must remain below the thresholds to be put to sleep.
pub time_until_sleep: Real,
@@ -1022,17 +1022,17 @@ impl Default for RigidBodyActivation {
}
impl RigidBodyActivation {
- /// The default linear velocity bellow which a body can be put to sleep.
+ /// The default linear velocity below which a body can be put to sleep.
pub fn default_normalized_linear_threshold() -> Real {
0.4
}
- /// The default angular velocity bellow which a body can be put to sleep.
+ /// The default angular velocity below which a body can be put to sleep.
pub fn default_angular_threshold() -> Real {
0.5
}
- /// The amount of time the rigid-body must remain bellow it’s linear and angular velocity
+ /// The amount of time the rigid-body must remain below it’s linear and angular velocity
/// threshold before falling to sleep.
pub fn default_time_until_sleep() -> Real {
2.0
diff --git a/src/geometry/broad_phase_multi_sap/sap_utils.rs b/src/geometry/broad_phase_multi_sap/sap_utils.rs
index 56183eb..a8356ad 100644
--- a/src/geometry/broad_phase_multi_sap/sap_utils.rs
+++ b/src/geometry/broad_phase_multi_sap/sap_utils.rs
@@ -40,15 +40,15 @@ pub(crate) fn region_width(depth: i8) -> Real {
(REGION_WIDTH_BASE * REGION_WIDTH_POWER_BASIS.powi(depth as i32)).min(MAX_AABB_EXTENT)
}
-/// Computes the depth of the layer the given Aabb should be part of.
+/// Computes the depth of the layer the given [`Aabb`] should be part of.
///
-/// The idea here is that an Aabb should be part of a layer which has
-/// regions large enough so that one Aabb doesn't crosses too many
+/// The idea here is that an [`Aabb`] should be part of a layer which has
+/// regions large enough so that one [`Aabb`] doesn't crosses too many
/// regions. But the regions must also not be too large, otherwise
/// we are loosing the benefits of Multi-SAP.
///
-/// If the code bellow, we select a layer such that each region can
-/// contain at least a chain of 10 contiguous objects with that Aabb.
+/// If the code below, we select a layer such that each region can
+/// contain at least a chain of 10 contiguous objects with that [`Aabb`].
pub(crate) fn layer_containing_aabb(aabb: &Aabb) -> i8 {
// Max number of elements of this size we would like one region to be able to contain.
const NUM_ELEMENTS_PER_DIMENSION: Real = 10.0;
diff --git a/src/pipeline/debug_render_pipeline/debug_render_backend.rs b/src/pipeline/debug_render_pipeline/debug_render_backend.rs
index 664bf46..47673c5 100644
--- a/src/pipeline/debug_render_pipeline/debug_render_backend.rs
+++ b/src/pipeline/debug_render_pipeline/debug_render_backend.rs
@@ -46,7 +46,7 @@ pub trait DebugRenderBackend {
color: [f32; 4],
);
- /// Draws a set of line.
+ /// Draws a set of lines.
fn draw_polyline(
&mut self,
object: DebugRenderObject,
@@ -63,7 +63,7 @@ pub trait DebugRenderBackend {
}
}
- /// Draws a chain of line.
+ /// Draws a chain of lines.
fn draw_line_strip(
&mut self,
object: DebugRenderObject,
diff --git a/src/pipeline/debug_render_pipeline/debug_render_style.rs b/src/pipeline/debug_render_pipeline/debug_render_style.rs
index c977cab..ccc42aa 100644
--- a/src/pipeline/debug_render_pipeline/debug_render_style.rs
+++ b/src/pipeline/debug_render_pipeline/debug_render_style.rs
@@ -8,10 +8,10 @@ pub type DebugColor = [f32; 4];
/// Style used for computing colors when rendering the scene.
#[derive(Copy, Clone, Debug, PartialEq)]
pub struct DebugRenderStyle {
- /// The number of subdivision used to approximate the curved
+ /// The number of subdivisions used to approximate the curved
/// parts of a shape with smooth faces.
pub subdivisions: u32,
- /// The number of subdivision used to approimate the curved
+ /// The number of subdivisions used to approximate the curved
/// borders of round shapes.
pub border_subdivisions: u32,
/// The color of colliders attached to dynamic rigid-bodies.
@@ -42,13 +42,13 @@ pub struct DebugRenderStyle {
pub disabled_color_multiplier: [f32; 4],
/// The length of the local coordinate axes rendered for a rigid-body.
pub rigid_body_axes_length: Real,
- /// The collor for the segments joining the two contact points.
+ /// The color for the segments joining the two contact points.
pub contact_depth_color: DebugColor,
/// The color of the contact normals.
pub contact_normal_color: DebugColor,
/// The length of the contact normals.
pub contact_normal_length: Real,
- /// The color of the colliders Aabbs.
+ /// The color of the colliders' [`Aabb`]s.
pub collider_aabb_color: DebugColor,
}
diff --git a/src/pipeline/physics_pipeline.rs b/src/pipeline/physics_pipeline.rs
index 166868b..8d1fec4 100644
--- a/src/pipeline/physics_pipeline.rs
+++ b/src/pipeline/physics_pipeline.rs
@@ -523,7 +523,7 @@ impl PhysicsPipeline {
// integration of external forces.
//
// If there is only one or zero CCD substep, there is no need
- // to split the timetsep interval. So we can just skip this part.
+ // to split the timestep interval. So we can just skip this part.
if ccd_is_enabled && remaining_substeps > 1 {
// NOTE: Take forces into account when updating the bodies CCD activation flags
// these forces have not been integrated to the body's velocity yet.
@@ -725,7 +725,7 @@ mod test {
// Check that removing the body right after inserting it works.
// We add two dynamic bodies, one kinematic body and one fixed body before removing
- // them. This include a non-regression test where deleting a kimenatic body crashes.
+ // them. This include a non-regression test where deleting a kinematic body crashes.
let rb = RigidBodyBuilder::dynamic().build();
let h1 = bodies.insert(rb.clone());
let h2 = bodies.insert(rb.clone());
diff --git a/src/pipeline/query_pipeline/mod.rs b/src/pipeline/query_pipeline/mod.rs
index a822512..cd4ee49 100644
--- a/src/pipeline/query_pipeline/mod.rs
+++ b/src/pipeline/query_pipeline/mod.rs
@@ -357,7 +357,7 @@ impl QueryPipeline {
self.qbvh.clear_and_rebuild(mode, self.dilation_factor);
}
- /// Find the closest intersection between a ray and a set of collider.
+ /// Find the closest intersection between a ray and a set of colliders.
///
/// # Parameters
/// * `colliders` - The set of colliders taking part in this pipeline.
@@ -384,7 +384,7 @@ impl QueryPipeline {
self.qbvh.traverse_best_first(&mut visitor).map(|h| h.1)
}
- /// Find the closest intersection between a ray and a set of collider.
+ /// Find the closest intersection between a ray and a set of colliders.
///
/// # Parameters
/// * `colliders` - The set of colliders taking part in this pipeline.
@@ -415,7 +415,7 @@ impl QueryPipeline {
self.qbvh.traverse_best_first(&mut visitor).map(|h| h.1)
}
- /// Find the all intersections between a ray and a set of collider and passes them to a callback.
+ /// Find the all intersections between a ray and a set of colliders and passes them to a callback.
///
/// # Parameters
/// * `colliders` - The set of colliders taking part in this pipeline.
@@ -577,7 +577,7 @@ impl QueryPipeline {
.map(|h| (h.1 .1 .0, h.1 .0, h.1 .1 .1))
}
- /// Finds all handles of all the colliders with an Aabb intersecting the given Aabb.
+ /// Finds all handles of all the colliders with an [`Aabb`] intersecting the given [`Aabb`].
pub fn colliders_with_aabb_intersecting_aabb(
&self,
aabb: &Aabb,