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-rw-r--r--src/control/character_controller.rs2
-rw-r--r--src/dynamics/integration_parameters.rs8
-rw-r--r--src/geometry/collider.rs18
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.