Update user manual and change log
This commit is contained in:
parent
fea3e44856
commit
119c58fc45
|
@ -1,6 +1,6 @@
|
||||||
#Changelog
|
#Changelog
|
||||||
|
|
||||||
## Version 0.7.0 (March, 2018)
|
## Version 0.7.0 (April, 2018)
|
||||||
|
|
||||||
### Added
|
### Added
|
||||||
|
|
||||||
|
@ -31,6 +31,8 @@
|
||||||
|
|
||||||
- Quaternion constructor with Euler angles has been removed. The Quaternion::fromEulerAngles() method should be used instead.
|
- Quaternion constructor with Euler angles has been removed. The Quaternion::fromEulerAngles() method should be used instead.
|
||||||
- Cylinder and Cone collision shapes have been removed. The ConvexMeshShape collision shape should be used instead.
|
- Cylinder and Cone collision shapes have been removed. The ConvexMeshShape collision shape should be used instead.
|
||||||
|
- The ProxyShape::setLocalScaling() method has been removed. The ConvexMeshShape, ConcaveMeshShape and HeightFieldShape
|
||||||
|
collision shapes can be scaled directly.
|
||||||
|
|
||||||
### Fixed
|
### Fixed
|
||||||
|
|
||||||
|
|
|
@ -961,6 +961,9 @@ convexMeshShape = new rp3d::ConvexMeshShape(polyhedronMesh);
|
||||||
When you specify the vertices for each face of your convex mesh, be careful with their order. The vertices of a face must be specified in counter clockwise order
|
When you specify the vertices for each face of your convex mesh, be careful with their order. The vertices of a face must be specified in counter clockwise order
|
||||||
as seen from the outside of your convex mesh. \\
|
as seen from the outside of your convex mesh. \\
|
||||||
|
|
||||||
|
You can also specify a scaling factor in the constructor when you create a \texttt{ConvexMeshShape}. All the vertices of your mesh will be scaled from the origin by this factor
|
||||||
|
when used in the collision shape. \\
|
||||||
|
|
||||||
Note that collision detection with a \texttt{ConvexMeshShape} is more expensive than with a \texttt{SphereShape} or a \texttt{CapsuleShape}. \\
|
Note that collision detection with a \texttt{ConvexMeshShape} is more expensive than with a \texttt{SphereShape} or a \texttt{CapsuleShape}. \\
|
||||||
|
|
||||||
\subsection{Concave Mesh Shape}
|
\subsection{Concave Mesh Shape}
|
||||||
|
@ -1021,6 +1024,9 @@ ConcaveMeshShape* concaveMesh = new rp3d::ConcaveMeshShape(&triangleMesh);
|
||||||
When you specify the vertices for each triangle face of your mesh, be careful with the order of the vertices. They must be specified in counter clockwise order
|
When you specify the vertices for each triangle face of your mesh, be careful with the order of the vertices. They must be specified in counter clockwise order
|
||||||
as seen from the outside of your mesh. \\
|
as seen from the outside of your mesh. \\
|
||||||
|
|
||||||
|
You can also specify a scaling factor in the constructor when you create a \texttt{ConcaveMeshShape}. All the vertices of your mesh will be scaled from the origin by this factor
|
||||||
|
when used in the collision shape. \\
|
||||||
|
|
||||||
In the previous example, the vertex normals that are needed for collision detection are automatically computed. However, if you want to specify your own
|
In the previous example, the vertex normals that are needed for collision detection are automatically computed. However, if you want to specify your own
|
||||||
vertex normals, you can do it by using another constructor for the \texttt{TriangleVertexArray}. \\
|
vertex normals, you can do it by using another constructor for the \texttt{TriangleVertexArray}. \\
|
||||||
|
|
||||||
|
@ -1070,6 +1076,9 @@ maxHeight, heightValues, rp3d::HeightFieldShape::HEIGHT_FLOAT_TYPE);
|
||||||
they exist during the lifetime of the \texttt{HeightFieldShape} and you must not forget to release their memory when you
|
they exist during the lifetime of the \texttt{HeightFieldShape} and you must not forget to release their memory when you
|
||||||
destroy the collision shape or at the end of your application. \\
|
destroy the collision shape or at the end of your application. \\
|
||||||
|
|
||||||
|
You can also specify a scaling factor in the constructor when you create a \texttt{HeightFieldShape}. All the vertices of your mesh will be scaled from the origin by this factor
|
||||||
|
when used in the collision shape. \\
|
||||||
|
|
||||||
When creating a \texttt{HeightFieldShape}, the origin of the shape will be at the center of its bounding volume.
|
When creating a \texttt{HeightFieldShape}, the origin of the shape will be at the center of its bounding volume.
|
||||||
Therefore, if you create a \texttt{HeightFieldShape} with a minimum height of 100 and a maximum height of 500, the
|
Therefore, if you create a \texttt{HeightFieldShape} with a minimum height of 100 and a maximum height of 500, the
|
||||||
maximum coordinates of the shape on the Y axis will be 200 and the minimum coordinates will be -200.
|
maximum coordinates of the shape on the Y axis will be 200 and the minimum coordinates will be -200.
|
||||||
|
|
Loading…
Reference in New Issue
Block a user