diff --git a/documentation/UserManual/ReactPhysics3D-UserManual.pdf b/documentation/UserManual/ReactPhysics3D-UserManual.pdf index 30ecce2a..4b6db0a2 100644 Binary files a/documentation/UserManual/ReactPhysics3D-UserManual.pdf and b/documentation/UserManual/ReactPhysics3D-UserManual.pdf differ diff --git a/documentation/UserManual/ReactPhysics3D-UserManual.tex b/documentation/UserManual/ReactPhysics3D-UserManual.tex index 891449c1..c7e66ccb 100644 --- a/documentation/UserManual/ReactPhysics3D-UserManual.tex +++ b/documentation/UserManual/ReactPhysics3D-UserManual.tex @@ -168,8 +168,8 @@ xs the ReactPhysics3D header file with the line: \\ \begin{lstlisting} - // Include the ReactPhysics3D header file - #include "reactphysics3d.h" +// Include the ReactPhysics3D header file +#include "reactphysics3d.h" \end{lstlisting} \vspace{0.6cm} @@ -189,9 +189,9 @@ xs \texttt{rp3d}. Therefore, you need to include this namespace into your code with the following declaration: \\ \begin{lstlisting} - // Use the ReactPhysics3D namespace - using namespace reactphysics3d; - \end{lstlisting} +// Use the ReactPhysics3D namespace +using namespace reactphysics3d; + \end{lstlisting} \vspace{0.6cm} @@ -896,14 +896,15 @@ collisionShape.setIsEdgesInformationUsed(true); The following example show how to create a \texttt{TriangleVertexArray}: \\ \begin{lstlisting} - const int nbVertices = 8; - const int nbTriangles = 12; - float vertices[3 * nbVertices] = ...; - int indices[3 * nbTriangles] = ...; - rp3d::TriangleVertexArray* triangleArray = - new rp3d::TriangleVertexArray(nbVertices, vertices, 3 * sizeof(float), nbTriangles, indices, sizeof(int), - rp3d::TriangleVertexArray::VERTEX_FLOAT_TYPE, - rp3d::TriangleVertexArray::INDEX_INTEGER_TYPE); +const int nbVertices = 8; +const int nbTriangles = 12; +float vertices[3 * nbVertices] = ...; +int indices[3 * nbTriangles] = ...; +rp3d::TriangleVertexArray* triangleArray = +new rp3d::TriangleVertexArray(nbVertices, vertices, 3 * sizeof(float), nbTriangles, +indices, sizeof(int), +rp3d::TriangleVertexArray::VERTEX_FLOAT_TYPE, +rp3d::TriangleVertexArray::INDEX_INTEGER_TYPE); \end{lstlisting} \vspace{0.6cm} @@ -913,13 +914,13 @@ collisionShape.setIsEdgesInformationUsed(true); simulate as in the following example: \\ \begin{lstlisting} - rp3d::TriangleMesh triangleMesh; +rp3d::TriangleMesh triangleMesh; - // Add the triangle vertex array to the triangle mesh - triangleMesh.addSubpart(triangleArray); +// Add the triangle vertex array to the triangle mesh +triangleMesh.addSubpart(triangleArray); - // Create the concave mesh shape - ConcaveMesh* concaveMesh = new rp3d::ConcaveMeshShape(&triangleMesh); +// Create the concave mesh shape +ConcaveMesh* concaveMesh = new rp3d::ConcaveMeshShape(&triangleMesh); \end{lstlisting} \vspace{0.6cm} @@ -944,7 +945,7 @@ collisionShape.setIsEdgesInformationUsed(true); \texttt{indexRow} and column \texttt{indexColumn} is located at the following position in the array: \begin{lstlisting} - heighFieldValues[indexRow * nbColumns + indexColumn] +heighFieldValues[indexRow * nbColumns + indexColumn] \end{lstlisting} \vspace{0.6cm} @@ -954,17 +955,17 @@ collisionShape.setIsEdgesInformationUsed(true); Here is an example that shows how to create a \texttt{HeightFieldShape}: \\ \begin{lstlisting} - const int nbRows = 40; - const int nbColumns = 50; - float minHeight = 100; - float maxHeight = 500; +const int nbRows = 40; +const int nbColumns = 50; +float minHeight = 100; +float maxHeight = 500; - // Height values - float heightValues[nbRows * nbColumns] = ...; +// Height values +float heightValues[nbRows * nbColumns] = ...; - // Create the heightfield collision shape - rp3d::HeightFieldShape = new rp3d::HeightFieldShape(nbColumns, nbRows, minHeight, maxHeight, heightValues, - rp3d::HeightFieldShape::HEIGHT_FLOAT_TYPE); +// Create the heightfield collision shape +rp3d::HeightFieldShape = new rp3d::HeightFieldShape(nbColumns, nbRows, minHeight, +maxHeight, heightValues, rp3d::HeightFieldShape::HEIGHT_FLOAT_TYPE); \end{lstlisting} \vspace{0.6cm}