diff options
| author | Sébastien Crozet <developer@crozet.re> | 2024-05-05 14:51:48 +0200 |
|---|---|---|
| committer | Sébastien Crozet <sebastien@crozet.re> | 2024-05-05 16:17:39 +0200 |
| commit | 425b2fc83d403d2cf6fa5f151479a112bdd05b92 (patch) | |
| tree | f2d6a8af372e6c3c5429adf6c46b21583f97ae9c /src | |
| parent | d0866d423212be53e159c72315cec2e3dac04ac5 (diff) | |
| download | rapier-425b2fc83d403d2cf6fa5f151479a112bdd05b92.tar.gz rapier-425b2fc83d403d2cf6fa5f151479a112bdd05b92.tar.bz2 rapier-425b2fc83d403d2cf6fa5f151479a112bdd05b92.zip | |
chore: misc typo fixes
Diffstat (limited to 'src')
| -rw-r--r-- | src/control/character_controller.rs | 2 | ||||
| -rw-r--r-- | src/dynamics/integration_parameters.rs | 8 | ||||
| -rw-r--r-- | src/geometry/collider.rs | 18 |
3 files changed, 16 insertions, 12 deletions
diff --git a/src/control/character_controller.rs b/src/control/character_controller.rs index 465d0fa..ec9dbe8 100644 --- a/src/control/character_controller.rs +++ b/src/control/character_controller.rs @@ -145,7 +145,7 @@ pub struct KinematicCharacterController { /// Increase this number if your character appears to get stuck when sliding against surfaces. /// /// This is a small distance applied to the movement toward the contact normals of shapes hit - /// by the character controller. This helps shape-casting not getting stuck in an alway-penetrating + /// by the character controller. This helps shape-casting not getting stuck in an always-penetrating /// state during the sliding calculation. /// /// This value should remain fairly small since it can introduce artificial "bumps" when sliding diff --git a/src/dynamics/integration_parameters.rs b/src/dynamics/integration_parameters.rs index 8b2ba3b..c662128 100644 --- a/src/dynamics/integration_parameters.rs +++ b/src/dynamics/integration_parameters.rs @@ -49,12 +49,12 @@ pub struct IntegrationParameters { /// (default `1.0`). pub warmstart_coefficient: Real, - /// The approximate size of most dynamic objects in the scale. + /// The approximate size of most dynamic objects in the scene. /// /// This value is used internally to estimate some length-based tolerance. In particular, the - /// values [`IntegrationParametres::allowed_linear_error`], - /// [`IntegrationParametres::max_penetration_correction`], - /// [`IntegrationParametres::prediction_distance`], [`RigidBodyActivation::linear_threshold`] + /// values [`IntegrationParameters::allowed_linear_error`], + /// [`IntegrationParameters::max_penetration_correction`], + /// [`IntegrationParameters::prediction_distance`], [`RigidBodyActivation::linear_threshold`] /// are scaled by this value implicitly. /// /// This value can be understood as the number of units-per-meter in your physical world compared diff --git a/src/geometry/collider.rs b/src/geometry/collider.rs index dfa532c..abb0577 100644 --- a/src/geometry/collider.rs +++ b/src/geometry/collider.rs @@ -158,12 +158,16 @@ impl Collider { self.flags.active_collision_types = active_collision_types; } - /// The collision skin of this collider. + /// The contact skin of this collider. + /// + /// See the documentation of [`ColliderBuilder::contact_skin`] for details. pub fn contact_skin(&self) -> Real { self.contact_skin } - /// Sets the collision skin of this collider. + /// Sets the contact skin of this collider. + /// + /// See the documentation of [`ColliderBuilder::contact_skin`] for details. pub fn set_contact_skin(&mut self, skin_thickness: Real) { self.contact_skin = skin_thickness; } @@ -451,7 +455,7 @@ impl Collider { /// Compute the axis-aligned bounding box of this collider. /// - /// This AABB doesn’t take into account the collider’s collision skin. + /// This AABB doesn’t take into account the collider’s contact skin. /// [`Collider::contact_skin`]. pub fn compute_aabb(&self) -> Aabb { self.shape.compute_aabb(&self.pos) @@ -519,7 +523,7 @@ pub struct ColliderBuilder { pub enabled: bool, /// The total force magnitude beyond which a contact force event can be emitted. pub contact_force_event_threshold: Real, - /// An extract thickness around the collider shape to keep them further apart when in collision. + /// An extra thickness around the collider shape to keep them further apart when colliding. pub contact_skin: Real, } @@ -973,12 +977,12 @@ impl ColliderBuilder { self } - /// Sets the collision skin of the collider. + /// Sets the contact skin of the collider. /// - /// The collision skin acts as if the collider was enlarged with a skin of width `skin_thickness` + /// The contact skin acts as if the collider was enlarged with a skin of width `skin_thickness` /// around it, keeping objects further apart when colliding. /// - /// A non-zero collision skin can increase performance, and in some cases, stability. However + /// A non-zero contact skin can increase performance, and in some cases, stability. However /// it creates a small gap between colliding object (equal to the sum of their skin). If the /// skin is sufficiently small, this might not be visually significant or can be hidden by the /// rendering assets. |
